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Question: Specializations for custom class?


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#1
DhammaWings

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I have created successfully created a new class, but now when I level-up I don't see any Specializations in the Panel.
 
I also created a new Specialization (ID 5001 Titan based on Berserk), and can add it via Console (runscript addtalent 5001).

Question is how do I make the (any) Specialization appear in the level-up Panel for custom class?

Modifié par DhammaWings, 21 février 2010 - 08:10 .


#2
CID-78

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Have you added them to CLA_data.2da that file seem to dictate which specialization each class have?

#3
DhammaWings

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Hi CID-78



Yes, I added TITAN (copied BERSERKER), renumbered and moved all down etc in CLA-data, as well as adding to ABI_base and guitypes.



As mentioned, I am able to "runscript addtalent 5001" (id of Titan) and it shows in-game.



I'm thinking there must be some script associated to "tell" my custom class characater to use certain Specializations, but I have no clue at this point.



Thanks!

#4
CID-78

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that's the Baseclass column in CLA_data, which is why I asked. you have to set your specialization row to your custom class row.

#5
DhammaWings

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Thanks CID-78. I'll double-check everything again tonight.

I guess the fundemental question is: Can a custom class be given Specializations on the basis of the external spreadsheet files alone?

One reason I have my doubts is due to the frustrating experience I had following the two conflicting versions of the custom class tutorial by Reynen Starfyre. In those tutorials he mentions adding spells without mentioning that they don't work without also coding some scripts.

It would be nice to know unequivocally whether I am barking up the wrong tree - or at least whether or not I am on a path that leads to a dead end. If someone who has actually created a new class and succeeded with new Specializations could step forward and say yay or nay.

Thanks again CID-78. I will continue pursuing this until I succeed if possible.

[EDIT] FYI: All I am trying to achieve atm is simply have a (any) Specilization icon show in the Panel when I level-up. Once I can do that, I will add associated spells for the Specilization.

Modifié par DhammaWings, 22 février 2010 - 03:18 .


#6
CID-78

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You need to script in most cases, it doesn't need to be mentioned that new functionality require that functionality to be scripted into the game. .2da's are only DATA and can only work within predefine ways, anything that doesn't already exist must be added by scripts. that goes for new class functionality aswell.



So if this new class of your is going to do something diffrent you will have to script those things.

#7
DhammaWings

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True. I wonder which scripts I need to change/create so that existing/new Specialization will become available for custom class? Where (in toolset) is it specified which classes have which specilizations available to them?

First thing I think I'll do is start over from scratch with my custom class because right now it's showing spells available that I never specified. I suspect something got corrupted. I've uninstalled and re-installed both the game and the toolset for good measure.

[EDIT] Which version of the create a new class tutorial is most recent/accurate:

This one: http://www.damods.co...php?topic=571.0
or this one: http://social.biowar..._class_Tutorial

There appears to be certain significant differences between the two.

Thanks

Modifié par DhammaWings, 22 février 2010 - 07:57 .


#8
CID-78

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datoolset wiki should be the one that should be correct in the long run.(but it was blank) But i haven't read any tutorial, I have my own way of unravel knowledge require to do a certain things with the toolset. I am used to these kind of task as a computer engineer. and the basic require only ABI_Base and CLA_Base modifications and any custom strings in a talk table. those three is require to get the GUI to display the changes. you will also have to go into the chargen files to add the class code, if it differ from the standard classes. and make the ability code for any new spells, skills, talent that the class possess.



read the wiki covering the specific .2da's it will guide you.



Personally i am working in the oppocent direction, I am going classless and leaving classes only as starting packages and guidelines for NPC levelup. so i will probably not have specializations and use those four slots for something else. I haven't decided for what.




#9
ladydesire

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DhammaWings wrote...


[EDIT] Which version of the create a new class tutorial is most recent/accurate:

This one: http://www.damods.co...php?topic=571.0
or this one: http://social.biowar..._class_Tutorial

There appears to be certain significant differences between the two.

Thanks


The second one is the more proper way to do it, as it doesn't interfere with as much as the first one does; ideally, you shouldn't have to touch the Bioware scripts at all (making duplicates of the spell, talent and core engine scripts that need editied is the best way to go), but I haven't changed how my class is done and updated the Toolset Wiki tutorial accordingly.

CID-78: There is a typo in his link to the toolset wiki tutorial; that's why it came up blank for you. The correct link is as follows: http://social.biowar..._class_Tutorial

Modifié par ladydesire, 22 février 2010 - 10:17 .


#10
DhammaWings

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Hi ladydesire,

After uninstalling and re-installing both the game and the toolset, I carefully followed the wiki tutorial, and when I create a new game, the icon can be selected, but my character doesn't show. I had this problem the first time I tried the wiki tutorial, and the only way I could get it to work (sort of) was using the other tutorial where Reynen Starfyre states the following:

sys_chargen.nss
sys_chargen.ncs
sys_chargen_h.nss

If you don't get those 3, your character will never show up when you select your new class.


When creating my Paladin class following the wiki tutorial I get the following files in the \\core\\override\\toolsetexport directory:

default_paladin.utc
loadpal.ncs
loadpal.nss
paladin_class_c_en-us.tlk
wd_sys_chargen.ncs
wd_sys_chargen.nss

Could the fact that I'm "missing" chargen.h.nss (or wd_sys_chargen.h) be the problem?

I'm not getting anywhere with this, but I will continue persisting nontheless. 

#11
DhammaWings

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I wonder has anyone followed the "Add A New class" wiki tutorial with actual success?



Thanks

#12
Sunjammer

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A case of case sensitivity: the lower case c on class creates a new (and therefore empty) page.

After 10 minutes of trying to post the link I'm going to conclude that something amiss with Social: it keeps reverting the C at the start of class to lower case c so it is impossible to post the link or even a description of the link. You'll have to manually change it to an UPPER CASE C in the address bar.

Modifié par Sunjammer, 23 février 2010 - 06:20 .


#13
DhammaWings

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Let me see if typing link using BBCode works: Here is link to Create a new class tutorial

[EDIT] Nope. Same "case" problem.

Modifié par DhammaWings, 23 février 2010 - 06:52 .


#14
ladydesire

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Did you put loadpal in the module script entry for your module? If you have the wd_sys_chargen.ncs, it means that your class should work without needing to have a sys_chargen.ncs in the package/core/override/toolsetexport folder.

#15
Tenjac

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Darn social site has an issue with the capital C eh? 

Modifié par Tenjac, 23 février 2010 - 07:37 .


#16
DhammaWings

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ladydesire wrote...

Did you put loadpal in the module script entry for your module? If you have the wd_sys_chargen.ncs, it means that your class should work without needing to have a sys_chargen.ncs in the package/core/override/toolsetexport folder.

Yes, I have been specifying "loadpal" in the module - even though the tutorial doesn't mention that point. There are several other minor errors in the tutorial relating to pasting in the code from the wiki page (columns are not correct).

One thing I just noticed is after I export 2da_constants_h, it doen't get exported into my Addins directory at all. Instead, it goes into "My Documents\\\\BioWare\\\\Dragon Age\\\\packages\\\\core\\\\override\\\\toolsetexport" which the tutorial says to delete files contained therein. As a result, I suspect my changes to that file are getting lost. I wonder if this is a bug with the toolset?

Tonight after work I'll try copying that file into my AddIns core\\\\override\\\\toosetexport directory and see if that fixes things.

Modifié par DhammaWings, 23 février 2010 - 07:42 .


#17
DhammaWings

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Tenjac wrote...

Darn social site has an issue with the capital C eh? 

Among many other issues such as: adding mutiple \\ back-slashes, being unable to post without logging in over and over again......etc

#18
DhammaWings

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Tenjac wrote...

Darn social site has an issue with the capital C eh? 

Among many other issues such as: adding multple \\\\ forward-slashes, inability to post/edit without logging in over and over again.....etc Posted Image

[EDIT] Oh, and double posts too apparantly.

Modifié par DhammaWings, 23 février 2010 - 08:09 .


#19
ladydesire

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DhammaWings wrote...

ladydesire wrote...

Did you put loadpal in the module script entry for your module? If you have the wd_sys_chargen.ncs, it means that your class should work without needing to have a sys_chargen.ncs in the package/core/override/toolsetexport folder.

Yes, I have been specifying "loadpal" in the module - even though the tutorial doesn't mention that point. There are several other minor errors in the tutorial relating to pasting in the code from the wiki page (columns are not correct).

One thing I just noticed is after I export 2da_constants_h, it doen't get exported into my Addins directory at all. Instead, it goes into "My Documents\\\\\\\\BioWare\\\\\\\\Dragon Age\\\\\\\\packages\\\\\\\\core\\\\\\\\override\\\\\\\\toolsetexport" which the tutorial says to delete files contained therein. As a result, I suspect my changes to that file are getting lost. I wonder if this is a bug with the toolset?


No, that is a core game file, so it will be exported to that folder; the compiler in the toolset actually works from the files stored in the database, as far as I can tell. One thing that you might want to check is that you check in the character template before exporting it; it's not needed with the scripts, but items and character templates must be checked in or they don't show your changes when exported.

#20
DhammaWings

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@ladydesire: My standard procedure is check-in prior to export. Still can't get character showing. I'm toatally stumped, but will continue trying.



Thanks for taking time.