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Customizng Skills


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#1
indio

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Posted Image

This is from the character generator skills screen.

There are 32 skills on offer, each in a progression.

I'm interested in being able to assign custom skills via scripting to each of those 32, which I'm confident I'm able to do given what I've read. But I've some additional questions:

1. How are skills performed in game? If I create a custom skill such as 'Discern', is there a gui element that I can appropriate to enable that skill, or must I create an inventory item?

2. Can I create 32 separate, unrelated skills that have no connection to each other?

3. Can 32 slots be made available indepently of 4-tier progression? Can I arrange the table to have all 32 slots accessible from the character creation screen, or must I progress to reach the far right side?

4. If the progression is necessary (from left to right), can the skills be completely unrelated to each other, or must they be related?

#2
CID-78

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1) No item needed just the ability.

2) why settle with 32? i think that panel is dynamic (ie up/down, there is only four slots on each however)

3) Not sure how the GUI behave but you should beable to give the ability at any time

4) Yes



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#3
indio

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CID-78 wrote...

1) No item needed just the ability.
2) why settle with 32? i think that panel is dynamic (ie up/down, there is only four slots on each however)
3) Not sure how the GUI behave but you should beable to give the ability at any time
4) Yes

.

1. Can skills be activated via a gui or item, however? Instead of being a passive/always on ability, can a skill instead such as "Search" be used via and item or gui to produce an immediate result?

2. I understand this now. I can have as many skills as I want, but each of them can only have 4 levels of progression, unless of course I began a new line beneath the first which only opened up when the first line was full. This should enable as many 'ranks' as desired. Unless, of couse, I'm wrong ;)

3 & 4. So if I understand this correclty:
- more than 32 skills can exist
- none of them need to be progressions
- each can be standalone skills selectable from any position on the chart even during character creation

Thanks btw CID. I suspected it would be you with the answer.

#4
CID-78

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1) not sure, you have access to the quickslots, not sure what you can put in those. i haven't experimented with those yet. i kind of gotten my character generator borked when I installed the last beta. and it hasn't been worth the trouble to get it working so close to release. I have other things to play with.



2) I think your right, but i haven't confirmed it.



3) Not sure how the GUI is limited. ie those skill might not light up. I have only played around with the first character tab. since the second (facegen) got borked so i can't reached the ones after it.



I will however start experimenting as soon as i get the real game. I already know how to unlock and change the attributes, rank and skill system. i just haven't beable to verify the two last.

#5
fluffyamoeba

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2 is right.

#6
indio

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The interface isn't the roadblock I thought it might be for skills at least. With this system I've got about as much flexibility as I need.



Thanks for the help.

#7
Challseus

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indio wrote...

The interface isn't the roadblock I thought it might be for skills at least. With this system I've got about as much flexibility as I need.


This is so true. For reference, you should checkout this page. It's the 2DA structure you will be using to create your own talents/skills/spells/etc.

I've been spending the past 4 days adding my own custom talents/spells, and the way they integrate into the GUI is really amazing.

With regards to your questions:

1) Yes, you can make a skill act however you want. There is a column, called usetype, which has this description: "Whether the ability is a passive, toggle, or instant use." So, just set your custom skill to instant use, reference the appropriate script that you will also set in the 2DA, and do whatever you need to do.

And yes, you can drag the skill to the quickslot. I've been doing that with my custom talents/spells, so I assume the same works for skills.

3) & 4)
- I don't know if there is a hard limit on how many custom abilities you can add.
- As for progressions, no, nothing has to be a progression. At least, what I have added aren't progressions.
- Yes, your skills can be selectable from the GUI when creating characters. Of course, you will have to define the constraints for each one (i.e. must be level 4, have STR greater than 10, etc.).

Finally, you'll want to read this section of 2DA's which will tell you how to add new ones. Hopefully, there will be a full tutorial identifying the steps needed to added one new skill, talent, and spell.

Let me know if you need to know anything else.

Modifié par Challseus, 30 octobre 2009 - 08:44 .


#8
indio

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Challseus wrote...

indio wrote...

The interface isn't the roadblock I thought it might be for skills at least. With this system I've got about as much flexibility as I need.


This is so true. For reference, you should checkout this page. It's the 2DA structure you will be using to create your own talents/skills/spells/etc.

I've been spending the past 4 days adding my own custom talents/spells, and the way they integrate into the GUI is really amazing.

With regards to your questions:

1) Yes, you can make a skill act however you want. There is a column, called usetype, which has this description: "Whether the ability is a passive, toggle, or instant use." So, just set your custom skill to instant use, reference the appropriate script that you will also set in the 2DA, and do whatever you need to do.

And yes, you can drag the skill to the quickslot. I've been doing that with my custom talents/spells, so I assume the same works for skills.

3) & 4)
- I don't know if there is a hard limit on how many custom abilities you can add.
- As for progressions, no, nothing has to be a progression. At least, what I have added aren't progressions.
- Yes, your skills can be selectable from the GUI when creating characters. Of course, you will have to define the constraints for each one (i.e. must be level 4, have STR greater than 10, etc.).

Finally, you'll want to read this section of 2DA's which will tell you how to add new ones. Hopefully, there will be a full tutorial identifying the steps needed to added one new skill, talent, and spell.

Let me know if you need to know anything else.

The first 2 days  on this social site have not been what I was expecting...thanks for this excellent response.

#9
ByblosHex

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I pee'd.

#10
052Hagen

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So do I get it right, you don't have to be very tech-savy/good at scripting in order to create your custom spells and abilites? Say, if I had zero experience with editors before, how likely would it be that I could work with the tools provided?

#11
indio

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I'd suspect that someone like Challseus would have a set of scripts which, if published, would enable other customized version to at least get started. But it won't be plug and play. Best cast scenario will still involve some scripting to adapt a custom system to your mod. Still, I'm no scripter, more of a tinkerer of existing systems, and I'm feeling increasingly confident I'll have a custom system for my own mod.

#12
Driggan

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Well, that's pretty excellent. Say I wanted to make it so that there's three new "schools" of magic to replace all the old ones in my mod.

One would be healing, one would be combat magic, and one would be magic that either side can use. Could I make it so that companions and player mages are limited to one school or the other? Essentially it would be like making two different classes within a class, and letting you choose which one you want at the start of the module.

Could I do something like this?

Additionally, could you make it so that certain abilities in talent trees and skill trees aren't attainable with points, but instead are gained at certain points in the game? I.e. Bob has overcome his fear of ducks. He gains the spell: Duckbane, which slays all ducks in the vicinity of Bob.

Modifié par Driggan, 31 octobre 2009 - 06:15 .


#13
Brassfire

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Oh wow this looks sweet.

#14
indio

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Can a skill be acquired other than through the level up screen? Can I award someone a skill after completing a quest, for example?



Can skill points accumulate if not used leveling? If they can accumulate, can they be manually assigned by the player at any time?

#15
Proleric

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indio wrote...

Can a skill be acquired other than through the level up screen? Can I award someone a skill after completing a quest, for example?

You can use the AddAbility command in a script.

Can skill points accumulate if not used leveling? If they can accumulate, can they be manually assigned by the player at any time?

Yes.

#16
indio

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Thanks.

#17
Challseus

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@ 052Hagen & indio

Unfortunately yes, there will be a fair amount of scripting involved in order to get custom abilities in your module. Here's a brief look at how I added a new spell last night... Remember that I am myself still learning, as I have only been doing this for about a week now:

1) I was trying to add a new custom, sustained spell. To start with, I found an existing sustained spell from the ability 2DA, and copied that entire row to my custom ability 2DA. I then made minor edits to the columns, as needed (i.e. changing the range of the spell).

2) Now, for all abilities, there are already various scripts set up for them. There is a column in the 2DA called, "spellscript", where you specify it. For instance, any single target spell ability (i.e. "Heal") will use "spell_singletarget.ncs". Any sustained spell will use "spell_modal.ncs".

3) Now if you take a look at "spell_modal.ncs" (which is what I need for my custom sustained spell), there are 4 events that are caught:

  • Event Type Spellscript Pending - Casting has begun
  • Event Type Spellscript Cast - Spell has been cast
  • Event Type Spellscript Impact - Spell is in effect (sustained)
  • Event Type Spellscript Deactivate - Spell has been deactivated (no longer sustained)

The most important parts (for me at least) are the Impact and Deactivate events. This is where you need to check to see which ability is being activated/deactivated, and then run your custom functionality.

4) Maybe a better solution will come up, but for the moment, for all my custom sustained spells, I have my own version of "spell_modal.ncs" (roe_spell_modal.ncs), that handles all of my stuff. Remember, you can specify the script that will be called in the 2DA.

5) So once you actually know how the current framework works, as indio pointed out, adapting your own custom stuff isn't so bad. But, you need to have a solid understanding of scripting for sure. Luckily, all of the abilities used in Dragon Age and their implementations are within the code, so there is already a strong foundation.

********

As stated before, it would really be nice if we could get a step by step tutorial on the WIKI on how to add new custom abilities. All the information needed is on the WIKI (more or less), but you have to do some investigative work to track it all down. I can't promise anything, but when I have the time, I would definitely contribute as much as I could to this.

Modifié par Challseus, 31 octobre 2009 - 12:24 .


#18
Challseus

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Driggan wrote...

Well, that's pretty excellent. Say I wanted to make it so that there's three new "schools" of magic to replace all the old ones in my mod.

One would be healing, one would be combat magic, and one would be magic that either side can use. Could I make it so that companions and player mages are limited to one school or the other? Essentially it would be like making two different classes within a class, and letting you choose which one you want at the start of the module.

Could I do something like this?

Additionally, could you make it so that certain abilities in talent trees and skill trees aren't attainable with points, but instead are gained at certain points in the game? I.e. Bob has overcome his fear of ducks. He gains the spell: Duckbane, which slays all ducks in the vicinity of Bob.


So, for having different "schools" of magic, you are essentially talking about having a new row of spells on the talent tree GUI? For instance, there is already "Creation", and you want to have your own? If so, don't quote me on it, as I haven't tested it out yet, but I believe you would define a new "guitype" in the 2DA, "guitypes". Here's the structure for it.

There are already rows for things like "Creation, "Primal", Weapon & Shield", "Spirit", etc. Seems like the right place to add it. Plus, when creating new abilities, you need to specify the guitype. For instance, when adding a custom talent the other day, I used the "Weapon & Sheild" guitype, and it was added with the other "Weapon & Shield" talents, like "Shield Bash" and "Shield Pummel".

As for specifying who sees it on their talent/spell tree, I'm still fiddling with this myself, as I too want to make only certain custom abilities available for certain people in my module. There's obviously a 2DA somewhere that has a definition for all classes. These class ID'd are probably referenced somewhere when determining which lines of spell/talents to show to the player. For instance, Mages won't see the talent tree on their GUI. I'll let you know if I find something.

Finally, as Proleric mentioned earlier, you can see the function "AddAbility" to automatically give the player an ability. With regards to making it so they cannot select it when creating their character, checkout the ability 2DA, ABI_base. More specifically, there are columns such as:

conditions - no idea what this does
prereqability - the ID of the prereq ability
prereqlevel - Minimum character level needed
prereqattribute - Attribute that is needed (i.e. STR)
prereqattvalue - The value prereqatribute (above) needs to be greater than

Right now, I'm hacking it, making you need like 80 STR in order to use the ability (because I am giving the ability out at a certain point in the module) so the player can't select it. But, there has to be a better way than that!

#19
052Hagen

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Thanks, Challseus.You write-up gives me a good idea of what to expect, and I agree with you about the wiki tutorial - any help would definitely be appreciated from scripting newbies such as me.


#20
ByblosHex

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I cant wait to see what you guys come out with.



Maybe I'll get back into modding myself, NWN2 kinda killed it for me.

#21
lazuli

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I know this is late, but for locking out a custom talent, perhaps looking at the skills and talents the companions gain throughout DA:O might be a good idea.





(Spoiler Alert)





For instance, you could check out Alistair's Constitution skills or Wynne's Vessel of the Spirit ability. They're hidden until gained. Something to consider, perhaps?