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Creating new talents/spells: any tutorials?


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24 réponses à ce sujet

#1
ITSSEXYTIME

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Title is pretty self-explanatory.

 

#2
ladydesire

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There is one on damods.com, which needs to be brought over to the wiki once he's put more details in it. There might be others, but I don't feel like hunting all over the internet for them. :sick:

#3
Sarodin

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Wow, I made a similar post last night, yet no reply and this gets replied to within 20 minutes >

ladydesire, do you have a link to the tutorial? Makes it easier then rummaging through a website.

EDIT: I'm impatient ><

Heres the link. 

Modifié par Sarodin, 05 décembre 2009 - 12:11 .


#4
Guest_Aislin Bow Maiden_*

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Here is the link on damods but you will need to sign up for an account to view it but it goes through a basic tutorial on how to add custom abilities and talents.

http://www.damods.co...php?topic=800.0

Sorry for the double post, oddly it wasn't showing the post above when I was getting the information. I guess I took that long to post. lol sorry.

Modifié par Aislin Bow Maiden, 05 décembre 2009 - 12:39 .


#5
Nodrak

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That tutorial is not entirely correct in its assumptions. For example you can create a new spell and not have to override the 2da_constants_h file.

#6
ladydesire

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Nodrak wrote...

That tutorial is not entirely correct in its assumptions. For example you can create a new spell and not have to override the 2da_constants_h file.


The same thing is true of his class tutorial, for that matter.

#7
Nodrak

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Yea, I am not intenting to discredit it, just pointing out that there are many ways to do this, depending on your unqiue mod requirements.

#8
Ashmaran

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I was thinking of writing one up, but I haven't gotten the tooltips or the buff/debuff icons working properly with my new spells/talents. Everything else is fine and displays properly in the gui with description though.

#9
AND04

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quite some time ago i put up a simple example here: http://social.bioware.com/project/729/



that was still pre knowing of the exelprocessor bug though --> no descriptions but the link on strings for 2DAs in my signature should help out there.



as for the tutorial on damods - its certanly a valid way for a standalone approach - for mods that should extend the current campain a own script is defnitly preferable

#10
Sarodin

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Ok so I used his tutorial, along with my own experiments and I know how to add new shapechanges, but its the 2da constants overwrite I'm not to sure about. I think, I'll take a look at other ways if its preferable not to do it, but for now I'm ok with it.



I'll post more as I work, but today was a breakthrough with me, now I can get this stuff to show up in game.



So my question now is, will the ability appear with out the 2da_constants_h overwrite, and is their something else I would need to do instead?

#11
Ashmaran

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You don't need to add the ability to the 2da_constants_h file at all as far as I know. The guitypes and ABI_base 2das control what shows up as selectable talents. Although maybe adding it to the header file adds something else I'm missing.

Edit: I tried adding it to 2da_constants_h to see if it made any difference and it didn't seem to. If you want to refer to your spell by its name, just add the const int to the top of your spell handling script instead.

Modifié par Ashmaran, 05 décembre 2009 - 04:39 .


#12
Lord Mephisto

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Information should be free and available without being forced to register.

#13
A1x2e3l

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Information should be free and available without
being forced to register.


 Exactly! We are not talking about state secrets or stuff
like that. But in order just to read official wiki it is necessary to login. I
do not like this total control.
:devil:

#14
DeepImpact

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Try this: Its the print-version:



http://dl.dropbox.co...new talents.pdf

#15
Reynen Starfyre

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I'm going to try and be civil about this:

1: People yell at me for registration yet you have to register MULTIPLE times on the social site just to use it and the wiki. So it's OK for them to do it but not me?

2: I don't like people ripping content right off my site, especially an entire thread. There is a reason we require registration. Please promptly remove that PDF above.

3: Registration costs nothing and I require registration for the tutorials and other areas because people were LEECHING the links / content and costing me money in bandwidth. Your post above it just another example of how people will steal stuff.

4: There are some circumstances where you need to add this in.  For example:  If you edit spell_singletarget and put in a new spell and don't define it in the 2da_constants_h, it won't compile it or export it properly.  If you don't beleive me, try it.

Modifié par Reynen Starfyre, 10 décembre 2009 - 09:13 .


#16
Sarodin

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Reynen Starfyre wrote...

I'm going to try and be civil about this:

1: People yell at me for registration yet you have to register MULTIPLE times on the social site just to use it and the wiki. So it's OK for them to do it but not me?

2: I don't like people ripping content right off my site, especially an entire thread. There is a reason we require registration. Please promptly remove that PDF above.

3: Registration costs nothing and I require registration for the tutorials and other areas because people were LEECHING the links / content and costing me money in bandwidth. Your post above it just another example of how people will steal stuff.

4: There are some circumstances where you need to add this in.  For example:  If you edit spell_singletarget and put in a new spell and don't define it in the 2da_constants_h, it won't compile it or export it properly.  If you don't beleive me, try it.


Sorry but if you don't want people "stealing your work" then you should put it on the wiki where the communtiy can sue it without having to register for some other site. Its irratating and the whole point of a social site and modding is so that as a community we can learn together and have all information in a single source. 

#17
Reynen Starfyre

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Sarodin wrote...

Sorry but if you don't want people "stealing your work" then you should put it on the wiki where the communtiy can sue it without having to register for some other site. Its irratating and the whole point of a social site and modding is so that as a community we can learn together and have all information in a single source. 


F*** You.  Stealing is wrong, plain and simple.  If it was you who were getting stuff stolen from you would have a differnt tune.  You also don't get it do you? MY GOD SOME PEOPLE ARE SO FRICKEN STUPID!!!

Put it in wiki = people have to register on the social site, IF THEY ARE ABLE TOO
Put it on my site = Public has open access so there is NO REASON TO STEAL IT.

You realize as many as 25 - 30% of people CANNOT REGISTER HERE.  Why don't you look at other sites at how much a pain it is to try and get in here to use the social site.

This kind of childish "give it to me or i'll steal it" attitude is EXACTLY why so many people hate using the social site. I wish I could....no I won't say it, but if I could alot of people would be gone..perma like.

#18
Sarodin

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Reynen Starfyre wrote...

Sarodin wrote...

Sorry but if you don't want people "stealing your work" then you should put it on the wiki where the communtiy can sue it without having to register for some other site. Its irratating and the whole point of a social site and modding is so that as a community we can learn together and have all information in a single source. 


F*** You.  Stealing is wrong, plain and simple.  If it was you who were getting stuff stolen from you would have a differnt tune.  You also don't get it do you? MY GOD SOME PEOPLE ARE SO FRICKEN STUPID!!!

Put it in wiki = people have to register on the social site, IF THEY ARE ABLE TOO
Put it on my site = Public has open access so there is NO REASON TO STEAL IT.

You realize as many as 25 - 30% of people CANNOT REGISTER HERE.  Why don't you look at other sites at how much a pain it is to try and get in here to use the social site.

This kind of childish "give it to me or i'll steal it" attitude is EXACTLY why so many people hate using the social site. I wish I could....no I won't say it, but if I could alot of people would be gone..perma like.


Yeh and if you don't put it in the wiki  people have to register to two sites. Personally I had no problem getting on the site neither did any of the people in my college class, it was a mandatory thing to as where doing a game design course and Dragonage is one of the toolsets we are using. 

It's not stealing if publicly availble WHICH IT IS, if redistrubuted then credit must be given. Oh and my work wouldn't being stolen. My work would be free to re-distribute modify ect. Because I hate things like that its because of this stupid secret keeping software industry is way behind the hardware industry. The fact I'm forced to use propriety software is bad enough. 

Its not just your info either, I'm pissed I had to register for the wiki as-well. If you don't like that fact it hardly makes sense to also have the same with you. Double standards you know. 

Modifié par Sarodin, 11 décembre 2009 - 10:08 .


#19
ladydesire

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Reynen, my main complaint about your tutorial is that you modify core resources (like 2da_constants_h.nss) that really shouldn't be touched unless it's unavoidable (like having to change core_h.nss to be able to change the level cap); as long as you make any custom includes core resources, they export just fine. I've never created custom spells in NWN2 and edited any core files to add references my new spells; i've always created custom ones and linked those into my spell scripts.

#20
Lord Thing

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A better way to do it is to create your own 2da constants script and spell script. For my mod I simply named them dlp_2da_constants_h and dlp_talent_singletarget (as they were single target talents), adding in the constant as stated in Reynen's tutorial (but putting it in your custom script), you can then more or less copy the code you need from talent_singletarget (ie the event handling), changing the #include 2da_constants_h to your custom constants script, and modify the talent effect code.

It is then a simple case of changing the spellscript column (Y) in your ABI_ m2da to use your custom script and voila, modular custom abilities

#21
Ashmaran

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I have a new spell tutorial drafted out, I will put it on the wiki this weekend after I double check it.




#22
Ashmaran

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I've finished my tutorial and put it on the wiki. It just covers the basics, but if you can get it working it's a good starting place to work on the finer details and branch out into more complex things.

social.bioware.com/wiki/datoolset/index.php/Adding_a_New_Spell_Tutorial

#23
eriaa

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Ashmaran wrote...

I've finished my tutorial and put it on the wiki. It just covers the basics, but if you can get it working it's a good starting place to work on the finer details and branch out into more complex things.

social.bioware.com/wiki/datoolset/index.php/Adding_a_New_Spell_Tutorial


Looks good. :happy:

#24
Sarodin

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Ashmaran wrote...

I've finished my tutorial and put it on the wiki. It just covers the basics, but if you can get it working it's a good starting place to work on the finer details and branch out into more complex things.

social.bioware.com/wiki/datoolset/index.php/Adding_a_New_Spell_Tutorial


Nice tutorial. I figured out how to do spell icons today if you like I could write up something for the advance section on it.

#25
Challseus

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Ashmaran wrote...

I've finished my tutorial and put it on the wiki. It just covers the basics, but if you can get it working it's a good starting place to work on the finer details and branch out into more complex things.

social.bioware.com/wiki/datoolset/index.php/Adding_a_New_Spell_Tutorial


I applaud you for this. Thanks for your contribution.