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Custom spells and classes


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10 réponses à ce sujet

#1
K Kin

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 So I'm working on my project and I would like this:

Classes when creating a character:

Fighter, Wizard, Ranger

If a wizard, is it possible to (when leveling up) to choose only some spells:

Say a level 20 wizard, can only use fireball, greater fireball, ice storm, fire/ice ray's and such.

And not be able to cast spells such as; clarify/freedom of movement or invisiblity.


Could anyone please let me know if this is possible, if so, how?

I'm a newb to custom scripting, so I have no knowledge of this :D

#2
MokahTGS

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If you are just disabling abilities, then yes, you could customize the 2DAs that pertain to what you want to do. In the classes.2da you can toggle if a player can use a particular class for example.

#3
K Kin

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So when they level up (and i edit the 2da),

The class screen will only show the 3 classes?

Same goes for leveling up as a mage. When you get to the spell book interface, Say Level 7 spell, will only show fireball? (example)

#4
I_Raps

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Anything you do to the 2da's will also apply to your npcs. If you deactivate all the spells except fire spells, that's all anyone will be casting.

If you want a war between the fire mages and the ice mages, for example, I don't think it's possible with simple 2da editing.

One possibility would be to take a class you're not going to use, Druid for example, and completely replace it with your own design.

#5
K Kin

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Newbish question;

To edit the classes, do i edit then save it separate, and put it in my doc's > nwn2 > override?

#6
I_Raps

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If you want it to apply universally to your game (i.e. every campaign or adventure you play) then yes, although I would put it all in a subfolder in override.

If you want it to apply strictly to a mod you're creating, you would put the files in a hak and associate that hak with your mod. There's a lot more to that than I'm going to explain here - read the sticky threads here, also the NWN2 Wikis and other resources.

#7
K Kin

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Tried editing it and putting it as an override, but it closes the game when i try to make a new character :P

Any helpful links to direct to anything ;)?

#8
Morbane

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I_Raps wrote...
There's a lot more to that than I'm going to explain here - read the sticky threads here, also the NWN2 Wikis and other resources.


...good place to start

lots of info right here in these forums - try to figure out the forum search - its a bit wibbley wobbley

the wiki is pretty straight forward for learning 2da files

:alien:

#9
K Kin

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I've scouted some threads (mostly just the stickies) but can't see anything related to adding/removing classes, only spells atm, but not going in to that yet.

Wiki, i've only found how to edit 2da and what the lines do, which I sort of knew already >_<

#10
Morbane

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without having access to your modified classes.2da it will be difficult to discern your quandary accurately - the game crashing or some such thing -

- my advice is to go back to a stock classes.2da and test it before making further modification - just to be sure that is the cause -

- turning of a class is simply a toggle column - i cannot recall its header from memory -

- there is also a race toggle iirc level limit etc

- spells.2da has similar options

#11
Morbane

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I_Raps wrote...

If you want it to apply universally to your game (i.e. every campaign or adventure you play) then yes, although I would put it all in a subfolder in override.

If you want it to apply strictly to a mod you're creating, you would put the files in a hak and associate that hak with your mod.


- another suggestion: for testing your creation, the override is much more convenient