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Feat-based control of class selection


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#1
rjshae

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Based on how the Shadow Thief of Amn prestige class selection was managed prior to SoZ, it seems like it should be possible to implement fine-grained control of which prestige classes can be selected. Thus a feat could be created for each prestige class and a corresponding feat requirement added to each of the cls_pres_*.2da file (plus a general feat that allows any prestige class to be selected). What I wonder though is whether it could be taken further and require a feat to allow access to each standard player class (by an NPC)? It seems like the main problem to overcome is how to allow the player to select any class at the character creation stage. Somehow an override feat needs to be given to the player. This could possibly be done by providing the override feat as the default for each player race, although I'm not sure if the system allocates the feats at that point.

#2
kamal_

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Only binary has figured out a way to get into things before character creation, to allow level 0 characters. I have no idea how, and it hasn't been released.

#3
painofdungeoneternal

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its on the vault, there is no way at level 0 via script to add or remove feats or do anything.

If you make first level a generic class ( villager so to speak, or monster ), then you can make it work.

There is a feature to do similar via variables, but it does not work, and it's got the same problem of the player object only exists after initial character creation.

#4
rjshae

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Hmm... well if a selected racial feat were removed from each of the PC companions, then added back in via an item in the hide slot, then it may be possible to use those same excluded racial feats as player class restrictions. I.e. add the selected racial feats as an OR'd set of character class restrictions for each of the player classes, plus an OR'd list of the new feats that allow the NPCs to take those classes. Hopefully that would, by default, allow the player to take the player classes but not the fake races.

This could be implemented via a custom spawn script that would run on the companion PCs, plus a modified and expanded set of 2DA files for the character classes and the new feats. The feats would have the added benefit of showing the available character class progression for each companion. (Possibly the class icons could be used for the feats?)

Modifié par rjshae, 25 juin 2012 - 04:07 .


#5
rjshae

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It should be pretty easy to test out a simple case with one player class, one extra feat, a custom hide, and one PC companion, just to see if the class exclusion/inclusion based on feats works properly. I might just give it a try.