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Talent Creation Tutorial/Walkthrough?


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#1
Ambaryerno

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Ran a forum search (seems it's FINALLY working) but while I saw a lot of discussion, I didn't see anything that was actually posted.

Has anyone written an actual step-by-step walkthrough/tutorial on how to create a new Talent? The New class walkthrough has part of it, but I'm looking for something more specific to JUST the talents, including:

Warriors can select talents from the Shield, Dual Wield, and Two Handed trees, and the game will automatically turn them on/off as the appropriate weapons are equipped. However looking through the 2DAs nothing really jumps out at me saying how the game specifies which abilities are available with shields, which with 2H weapons, etc. Where is this set, and what are the values?

How would one go about creating a Talent for a completely new weapon combination (IE, single sword without a shield)?

I know the Wiki has some of the data, but I haven't really found hunting through it as intuitive as an actual step-by-step walkthrough.

#2
Ykiu

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Ambaryerno wrote...

However looking through the 2DAs nothing really jumps out at me saying how the game specifies which abilities are available with shields, which with 2H weapons, etc. Where is this set, and what are the values?


The values are in ABI_Base under row J Conditions. Indomitable for example has under conditions the number 128. Set it to 0 and you can turn it on even when using a shield. 4 is for ranged and 64 for Dual Wielding. Is this what you wanted to know?

#3
Ambaryerno

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That, and how do you add NEW conditions? Say, if I wanted to set a condition for a specific Base Item Type (eg, different talents for Greatswords vs. Mauls). Where is it that condition 128 is specified as being a 2H weapon? Is it in the scripts, plots or strings? Is there another 2DA file out there?



This is why I'm wanting a specific tutorial on talent creation, step-by-step, start to finish. There's fragments out there, but nothing really specific or comprehensive all in one place.

#4
Reynen Starfyre

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2da_constants_h is one file and it is also defined in the abi_base.xls.

You need to make sure you put them in both otherwise they won't work.

#5
Ambaryerno

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Ok, I found it under ability_h: WEAPONSTYLE_TWOHANDED



Presumably, all one needs to do is add a new WEAPONSTYLE to this script, and set a condition number for it.



I'm curious now if the problem I'm having with the UTI files is ALSO somewhere in one of the Core Scripts....