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Adding feat on level up based on total level not class level


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#1
CrawBird

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I'd like to make a feat that is added to any character of any class at second level, regardless of whether or not he has 2 levels in one class.

My original idea was to add it to cls_feat_*.2da for each class at level 2 BUT that means that a 2nd level multiclass character won't recieve it (such as a Fighter 1 / Sorcerer 1: he isn't 2nd level in either class).

There is already a feat that does something like this: feat 1001 (Epic Character).  This feat is added to a character regardless of whether or not he has 21 levels in one class.  As long as he is gaining his 21st level (total), he gets this feat and it appears on the level up UI.  This feat does not appear in any cls_feat_*.2da.

Preferably, I'd like to make this a gamewide change; not just add it to a module.  I'd also like to make it appear on the level up UI just like feat 1001 if at all possible.

Any ideas how to do this?
OR
Any ideas on what adds feat 1001 to a character?

#2
0100010

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Force add it with a script in the levelup event w/ the AddFeat() function, just check to see if they are now level 2, GetHitDie() = 2

#3
CrawBird

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0100010 wrote...

Force add it with a script in the levelup event w/ the AddFeat() function, just check to see if they are now level 2, GetHitDie() = 2


If I were doing this for one module or campaign, then I'd certainly do just that.  What I'm looking for, however, is a game wide change, preferably without having to add / replace the level up script in each campaign / module I play.

#4
0100010

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Game wide change.... do you mean that you want this feat to be added at level 2 for every single game you ever play? (mods, and OC, expansions, etc) To do that will still require changing or replacing something...via a drop-in for the override... so that it effects every game you play.

The current limitations for what can and cannot be auto granted as feats doesn't leave you much room for customizing.

You'll still essential be left with needing the same type of solution. But if all you want to do is avoid adding a call to the levelup script, then you can edit the levelup_summary xml UI file, and add a OnLeftClick=ExecuteScript callback to the "finish" button, which calls a litle script which adds that feat. Drop the script and the new version of the xml file into your override.

However if the mod you happen to be playing also overrides the levelup ui files in a hak or such, you'll still have a conflict.

#5
CrawBird

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Great, thanks! It sounds like messing with the UI is how I want to go though I've never really played with it before. I was really just hoping that there was a 2da that I could just add an entry to.

Are we supposing, then, that the acquisition of feat 1001 is hardcoded or is that in the UI as well?

#6
Shaughn78

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For my half-fiend I modified the UI to fire the script at the end of leveling. the script checked the level and gave the appropiate racial feats for half-fiends based on the player's level.

As for conflict, as long as builders place their modified ui's in their haks it will override your modifications, if they are in the campaign folder or override it will cause a conflict. Kaedrin uses a modified levelup gui as well so unless you merge with his there will be conflicts.

I would guess that the epic character feat is hard coded. The cls_feat_*class*.2da call for class epic feats but they appeared to be removed, "FEAT_EPIC_BARD"