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Announcing the Tevinter Warden class


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#1
ladydesire

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Here is my first project for Dragon Age: Origins; I have decided to create a new class and attendant specializations called theTevinter Warden. It will be similar to the D&D Warmage base class in many ways My plan is to use this class as the basis for a tutorial on creating classes in DA, as well as using it to add yet another player option for the game. The project will be located at the following url: http://social.bioware.com/project/815/

Modifié par ladydesire, 20 février 2010 - 09:15 .


#2
trelephant

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Aren't Wardens represented by all classes?

#3
ladydesire

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Not in the sense you're thinking; this class isn't like the Grey Wardens in the game, which any class can become. It's another class choice for the game.

#4
trelephant

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So you're trying to create Grey Warden Wardens: like Park Wardens but suffering the corruption of the taint and the call for perpetual sacrifice.

#5
Sarevok Anchev

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Why dont you make it a specialization?

It should be like the Templar class, only difference is that you debuff and make more damage to darkspawn.

#6
ladydesire

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Sarevok Anchev wrote...

Why dont you make it a specialization?
It should be like the Templar class, only difference is that you debuff and make more damage to darkspawn.


I thought about this, but I feel that it's better done as a base class with focused specializations.

As an update, I've got a set of working M2DA's for the class that will enable me to focus on getting the scripts done now. I will be posting an alpha of this once I get the new class abilities scripted.

#7
ladydesire

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Playtesting a very alpha version of the Warden right now; it has the same Dual-Wield and Archery talents as the Warrior and preliminary versions of the Warden specific class abilities. I also have the 4 specializations for the class started; Commander, Wild Man, Corrupter and Nature Guard.

#8
dalethfc

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Cant wait for this class :D

#9
ladydesire

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Thanks; I've run into a minor glitch, but I know what is causing it, so I will fix that.

#10
Baracuda6977

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Ah, understandable glitches, i wish i had that problem (my stun grenade project only affects one object per throw /sad face)



sounds good though, maybe you should name it something different though, like Dúnedain or something, a grey warden warden sounds rather redundant

#11
ladydesire

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Baracuda6977 wrote...

Ah, understandable glitches, i wish i had that problem (my stun grenade project only affects one object per throw /sad face)


That doesn't sound good.

sounds good though, maybe you should name it something different though, like Dúnedain or something, a grey warden warden sounds rather redundant


I might do that, but I'm not sure what else to call it right now.

#12
TimelordDC

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How's the class testing coming along, LadyD?

Did you have to note use M2DAs for some of the worksheets to get the class working properly? Or is the class working fine using just M2DAs?



Let me know if you need any help with the scripts or specializations.

#13
ladydesire

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Well, I'm currently battling the double stat bug, mainly because I refuse to use an override version of sys_chargen.ncs, like some other folks are doing with their class packs. I won't release the class til I figure this out.

#14
TimelordDC

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Isn't the double stat bug due to the module core being called twice (or something similar)? Have you tried catching the level up event and routing it to your own script that contains the sys chargen functions for those?

It's been a while since I dabbled in the toolset but I will take a look soon.

#15
ladydesire

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Double stat bug squashed... Beta version will be available this coming weekend.

#16
gordonbrown82

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i need help scripting ladydesire. can i sell you some services in return for tuition?

#17
ladydesire

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TimelordDC wrote...

Isn't the double stat bug due to the module core being called twice (or something similar)? Have you tried catching the level up event and routing it to your own script that contains the sys chargen functions for those?
It's been a while since I dabbled in the toolset but I will take a look soon.


What I had to do was grab all functions in sys_chargen except for the one that handles the stats; I probably don't have to do some of them, but I really don't see any negative effects of doing it this way.

#18
ladydesire

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I've changed the name of the class and the description to reflect the new design; I also am working on an adventure that will add at least one new companion to the game to go with it.

#19
ChuckNorris18

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Are you going to make some sort of origin story to go with the class too?

#20
ladydesire

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ChuckNorris18 wrote...

Are you going to make some sort of origin story to go with the class too?


I may later on, but for now the class will be available to Human Nobles and City/Dalish Elves; the reason I have to wait is that the GUI only supports 6 Origins at the moment and it should be able to support more after Awakening comes out.

#21
ChuckNorris18

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Sounds good to me!




#22
ladydesire

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I am planning to also add exploreable versions of Highever and Gwsren,now that I know where they are supposed to be located on the world map. Highever will most likely be the first area added, since I have access to the levels built for the Highever mod.

#23
TimelordDC

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Were you able to determine why the model wasn't showing up in chargen UI previously? Was it because some 2das are not actually m2das? Or was there some other piece that needed to be included for it to show up?
And I see that you have defined 2 Wardens in the CLA_ 2da. Is the first one (rowid 4) required for the backgrounds to work properly? Or did you override the formula used to calculate the background id?

Too many questions, I know but I am curious to find out what I missed initially so I can get my monk class going without overriding core data :)

Modifié par TimelordDC, 23 février 2010 - 05:51 .


#24
ladydesire

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TimelordDC wrote...

Were you able to determine why the model wasn't showing up in chargen UI previously? Was it because some 2das are not actually m2das? Or was there some other piece that needed to be included for it to show up?
And I see that you have defined 2 Wardens in the CLA_ 2da. Is the first one (rowid 4) required for the backgrounds to work properly? Or did you override the formula used to calculate the background id?

Too many questions, I know but I am curious to find out what I missed initially so I can get my monk class going without overriding core data :)


You need the one in row 4 right now, as far as I can tell; the other one was a placeholder for where I want to put the class eventually. What seems to be happening is that you need to create your own version of the sys_chargen script (as I demonstrated in the class tutorial on the Wiki) that handles everything but the attributes.

#25
ladydesire

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I should be finishing up the last few things needed for the beta release that I will be making either Friday night or Saturday afternoon. I have completed the game on easy difficulty with one character as a test of playability, and will be making changes to the spell prerequisites to balance the class; these will include changing the spell attribute needed from Magic to Willpower.