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SUCCESS! - Adding new classes and strings!


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#1
Reynen Starfyre

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WOHOOO I've overcome the technical hurdles and am making good progress:

Finally got new classes & strings into the game

This is for our new mod - DA: TNG

www.damods.com/forums/index.php

PICS:

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Modifié par Reynen Starfyre, 23 novembre 2009 - 05:16 .


#2
Qkrch

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good luck with it :)

#3
Flobulon

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Good news, everyone!



Great work, Reynen.

#4
Highlen

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Teach us your ways master

#5
AND04

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very nice idd - if you need additional scripters i might be able to help out - though i am a bit busy atm

#6
Kunikos

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Please release source and/or tutorial so other people can do the same. Benefits everyone! :)

#7
AndyHalfelf

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And here I am having trouble trying to add the Mage class to the human noble storyline! Any tips?

#8
elys

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Nice :)

A few days back, I've started to work on a Succubus Disciple specialization.

I've got the new talents to work (can assign them on the the Tactical panel and they get used by AI) but I've not looked at the GUI part yet. So they don't show up in the Skill tree.



Another problem is I need to make new skill icon animations for them. Is there some tips about how to do that ?

#9
Reynen Starfyre

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YES I've figured out how to completely do classes and skills now! WOHOO
MAN it is COMPLICATED!!! It took two days to do this with all the code I had to change!

Modifié par Reynen Starfyre, 22 novembre 2009 - 08:34 .


#10
elys

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Gratz :)



How many files did you have to edit to get it working ? 2DA, Scripts ?

#11
Reynen Starfyre

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Roughly:

10 2das
6 core script files
36 hours of programming.

Also if you make a mistake it will completely corrupt your game / toolset and you'll have to start all over from scratch.
You WILL pull you hair out trying to do this.

Modifié par Reynen Starfyre, 21 novembre 2009 - 08:03 .


#12
CID-78

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that's why the new GUI should be generic so anyone can use it. just by changing in the .2da files. I hope bioware gives us this in a some what near future. I would call it top priority but it certainly top notce for new stuff.

#13
pokemaughan

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You are awesome, good sir! Now here's your next project- make a program of sorts that has an easy-to-use GUI for making your own classes/skills. Either that, or make a damned good tutorial.

Either way, looking forward to your work.

Modifié par pokemaughan, 21 novembre 2009 - 11:41 .


#14
Reynen Starfyre

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Tutorial is already added: social.bioware.com/forum/1/topic/71/index/266740

#15
Magissia

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Nice work Reynen

#16
elys

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Reynen Starfyre wrote...

Roughly:

10 2das
6 core script files
36 hours of programming.

Also if you make a mistake it will completely corrupt your game / toolset and you'll have to start all over from scratch.
You WILL pull you hair out trying to do this.


And you took time to make a tutorial.
Thanks Posted Image

#17
Nagirdnul

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Commenting from the perspective of a non-modder (I'm trying to learn) I just wanted to say how excited I am about this mod and it's potential use for those creating full adventure mods. New classes, if designed correctly, could add a whole lot to mods set in an "entirely new setting". Thanks a lot for getting this started!

#18
Ambaryerno

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Reynen,



Any chance of getting a tutorial specifically for talents? There's some good information here, but I'm still foggy on how that's going to work, especially what flags tell the game to allow you to use a given talent (IE, how does the game know to make shield talents active with a shield equipped, and disable them when you don't).

#19
Reynen Starfyre

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To answer your question the system uses ability type to figure out what type of ability gets used.
For mages it's the mana based one. For fighter, stamina based.
However you CAN add a third type that you can use to combine the two which is what I will do for my cleric since they will have spells, PLUS sword and shield talents.
Also skills are tied to a "HIDDEN" type in the ability.xls
EX: Warrior base skills have the reqability 4023 which signify the hidden value of the warrior.
When chargen comes it it looks at these and defines which one go to what character.
This is also how specs are made as well and how skills are tied to them.
In my cleric I used 4035 for my spells so that they only go to the cleric and no one else.
See the tutorial I updated for more information.

Modifié par Reynen Starfyre, 22 novembre 2009 - 11:41 .


#20
PendragonV

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This could just well be the new benchmark of modding.
Qunari race
Half races
New classes
New origins

etc etc^_^

keep up the good work. Was wondering about the menu area, already designed to have space for extra improvement. Same as the skills notice the little arrows pointing outwards, is that a clue to use as sliders for skills not seen on screen, we only get 4 slots in vanilla. Maybe people will begin making more spells and skills beyond 4 slots.:)

#21
Meegz0

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Amazing work on this! =D You must be proud ^__^

#22
Reynen Starfyre

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PendragonV wrote...

This could just well be the new benchmark of modding.
Qunari race
Half races
New classes
New origins

etc etc^_^

keep up the good work. Was wondering about the menu area, already designed to have space for extra improvement. Same as the skills notice the little arrows pointing outwards, is that a clue to use as sliders for skills not seen on screen, we only get 4 slots in vanilla. Maybe people will begin making more spells and skills beyond 4 slots.:)


Actually this can be changed very easily :)

Change: const int MAX_SKILL_RANKS = 4;   

In 2da_constants_h.

I was going to make it bigger, but I like the 4 format.

Hope that helps :)  Also to answer the persons questions, yes I am very happy with the progress we are making.

#23
Reynen Starfyre

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Screens show the full Cleric Skill Sets:

YES THESE ARE BOTH STAMINA / MANA SKILLS COMBINED INTO ONE class :)

PROOF OF CONCEPT

Posted Image

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#24
animacruor

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/bow

#25
Kunikos

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Sweet jebus. Nice.



How about a monk class (ki powers, unarmed combat) ? ;)