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Limit classed during character creation


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14 réponses à ce sujet

#1
Ext3rmin4tor

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Hi everyone,

I wanted to know if it is possible to limit the classes available during the character creation when loading a custom module or campaign.

#2
kamal_

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It's far easier just to ask players to pick from among x/y/z and check their class in the first game area. Then don't let them out of the first area if they're the wrong class.

#3
Ext3rmin4tor

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So basically I can't modify the creation menu limiting the available classes, right?

#4
kevL

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/thoughts

The class_LIST in 'chargen_class[x2].xml' is populated w/ UIListBox_OnUpdate_CreateclassList(), which i'm guessing searches 'classes.2da' for available classes. If so, you might limit classes on Character Generation but it could/would apply to all creatures in the mod ( simply by taking them out of the .2da ).

Also, changing things up at Character Generation is further difficult because it seems there is no PC_object yet,


/just thoughts

#5
Guest_Iveforgotmypassword_*

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Like Kamal said it's up to the player to follow the instructions besides that how are you going to stop them bringing in an old one of any class/level ?

Modifié par Iveforgotmypassword, 05 novembre 2012 - 06:30 .


#6
kamal_

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By "further difficult", kevL means impossible for all practical purposes. There is one unreleased project that can do it, by poster binary.

If you tell people your mod is only for fighters so they should play a fighter, and prevent non fighters from leaving the first area, and someone complains that they can't play as a wizard, you and everyone else will get to laugh at them. :)

#7
Ext3rmin4tor

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I was just curious, because I remember I played once a NWN1 module on the adventures of Lone Wolf (the gamebook by Joe Dever) and at the game beginning, you could of course choose only the Kai Warrior class (which is Lone Wolf's fighter class).

#8
kevL

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/not sure about NwN1

maybe provide a character .Bic or .Bics for player to choose from?



@kam_ Lol yeh prolly

#9
Kaldor Silverwand

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This has come up before and you may find an answer by searching (although it was probably in the old long-departed forums). But honestly I do not know why any author would want to restrict their potential players so much nor why with all the mods available to play a player would choose to play one that is so restricted. My suggestion is embrace diversity and build in ways to celebrate the choices of your players rather than trying to restrict them. In the end you will have a better mod and you will have more players and happier players.

Regards

#10
kevL

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Kaldor,


sonnets ...

Sonnets are a highly restricted form of poetry for example. Writing them is difficult and perhaps they should not be tried by novices; this makes them an intense challenge to perform well for experienced poets. When done well, the reader also experiences an added delight in them.


/ analogy :)

#11
Dann-J

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There is a column in classes.2DA that determines whether players can select that particular class (I think it's the very last column). A modified version of the 2DA with zeros in the unwanted classes should prevent players selecting them at character creation - provided the modified 2DA is in the override or campaign folder. It won't work from a HAK.

It won't stop players importing existing characters with those classes though (although they probably won't be able to level up further in those classes).

#12
Lugaid of the Red Stripes

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It's perfectly fine to tell your players to choose a particular class or from a short list of classes, but forcing them to do so is different. I'm sure you have very good reasons for needing the restrictions, but it's possible that your players will think up some interesting build to play your module, keeping within the spirit if not the letter of the restrictions. Especially with all the custom classes out there, you don't want to unnecessarily limit your module's potential.

That said, I really don't want players using clerics in my module. I'm thinking of creating special cleric-killer monsters that continually harass any PC with cleric levels. I've already made half the monsters immune to the warlock's eldritch blasts. Maybe I'll make all the NPCs discriminate against Paladins, too, just for the heck of it.

#13
Dann-J

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Lugaid of the Red Stripes wrote...
That said, I really don't want players using clerics in my module. I'm thinking of creating special cleric-killer monsters that continually harass any PC with cleric levels. I've already made half the monsters immune to the warlock's eldritch blasts. Maybe I'll make all the NPCs discriminate against Paladins, too, just for the heck of it.


Unlease the quells!
http://forgottenreal....com/wiki/Quell

I included quells in Shaar Moan. Instead of an activatable feat, I gave them a custom AOE aura that blocks divine spell casting when you get close enough.

#14
MokahTGS

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DannJ wrote...

There is a column in classes.2DA that determines whether players can select that particular class (I think it's the very last column). A modified version of the 2DA with zeros in the unwanted classes should prevent players selecting them at character creation - provided the modified 2DA is in the override or campaign folder. It won't work from a HAK.

It won't stop players importing existing characters with those classes though (although they probably won't be able to level up further in those classes).


This.  Exactly what he said.  Not sure what everyone else is going on about.  This thread should have been this response, and a thank you.

Modifié par MokahTGS, 08 novembre 2012 - 10:02 .


#15
Dann-J

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It turns out that the column in question isn't the last one in classes.2DA. I was probably thinking of the column in spells.2DA that determines whether spells are active in the game or not.

The correct column is closer to the left side of the array, and called something obvious like 'Player class'. I've confirmed that setting that value to zero makes the class unavailable both at character creation and when levelling up (even for imported characters who already have levels in that class).

That's a bit of a pain in the Arvoreen for me, since I've got a custom prestige class in my next module (Warsling Sniper) that I was hoping to make unavailable to the player, but available for a companion. I may have to make the class dependant on a dummy feat that I force onto the companion, but which isn't available for the player to take.