Hey All,
I see these everywhere, but I've not yet found a tutorial that actually handles how to make a custom specialization. Does anyone know how you make a custom specialization? Not a class, but an actual specialization on its own. Thanks in advance.
~Lucrane
Custom made specializations
Débuté par
Lucrane
, nov. 07 2011 09:16
#1
Posté 07 novembre 2011 - 09:16
#2
Posté 09 novembre 2011 - 12:34
I haven't had a reason to dabble with it myself but I expect the process to be very similar except that in your CLA m2da fragment your specialisation will have MinLevel greater than 0 and Baseclass set to point to one of the base class entries.
#3
Posté 12 novembre 2011 - 05:31
Thanks Sunjammer, and yeah its similar along those lines. I've been messing around with this for a few days and have had success creating a new talent, its actually mostly handled entirely by the following 2das: ABI_base, CLA_base, and GUI. A new talent is treated basically as a hidden spell that is conditional for other usable abilities.
I've added the abilities I want to it now, comes the hard part the scripting to get the abilities to function how I want, lol.
~Lucrane
I've added the abilities I want to it now, comes the hard part the scripting to get the abilities to function how I want, lol.
~Lucrane
#4
Posté 12 novembre 2011 - 06:27
ok so I have my new specilization, and it has two rows of skills that both link up perfectly. The abilities are really just variations on some already existing ones, however I can't get them to work properly I think it may be something with the scripts, but i do not know where to begin with them. Looking them over I can't really make too much of them. Does anyone have any experience with using the following scripts for a PC:
null_spell
monster_singletarget
null_spell
monster_singletarget
#5
Posté 12 novembre 2011 - 07:25
UPDATE:
After some experimenting I solved this issue I believe. The scripts are correct, the issue is when adding a new ability to ABI and then using a script that already exist, that script won't recognize the int for the new ABI ability unless it is added in that script as a constant, and SUCCESS! So now I do have a new specialization that has new abilities 8 to be exact 4X2. If anyone needs more info on how this is done I'd be glad to post it here its basically all handled by the 2das and some minor scripting.
~Lucrane
After some experimenting I solved this issue I believe. The scripts are correct, the issue is when adding a new ability to ABI and then using a script that already exist, that script won't recognize the int for the new ABI ability unless it is added in that script as a constant, and SUCCESS! So now I do have a new specialization that has new abilities 8 to be exact 4X2. If anyone needs more info on how this is done I'd be glad to post it here its basically all handled by the 2das and some minor scripting.
~Lucrane





Retour en haut






