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Can't find core _ scripts GDA files


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#26
Regulator51

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Yeah, I tried putting the 6 files in both module and the core override folders, and I tried putting the 6 of them in each (module and core, but not both at the same time) and I can't find the file name. Is something supposed to happen when I put the files in there? Am I supposed to open them or something with some file opener? My computer says it doesn't know how to open them (I tried that too)

#27
DhammaWings

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Ok, I finally achieved success in creating a custom class! This weekend I'll review my steps with fresh install just to make sure things work from beginning to end. Then I'll provide details on what I needed to do, and any deviations from the turorial required.

#28
Regulator51

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I'd appreciate that. I haven't given up put currently I've put it off indefinitely lol. Thanks dude

#29
DhammaWings

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I've spent most of the day writing a very detailed tutorial; which I expect I'll upload to a web page tomorrow if all goes well. Hopefully this will fill in some of the missing pieces for guys like us who could benefit from a more simplified and less confusing introduction than currently available.

#30
DhammaWings

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FYI: Here is link to new Custom class Tutorial thread. Hopefully this will serve to elaborate sufficiently.

#31
ladydesire

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Looks good.

#32
DhammaWings

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Thanks ladydesire. The various class tutorials only represent capability of getting a new character into the game. Hopefully before long we can include instructions how to provide the new class with additional Specializations etc.

#33
ladydesire

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DhammaWings wrote...

Thanks ladydesire. The various class tutorials only represent capability of getting a new character into the game. Hopefully before long we can include instructions how to provide the new class with additional Specializations etc.


I haven't typed it up yet, but it is fairly easy to do.:D

#34
DhammaWings

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I haven't typed it up yet, but it is fairly easy to do.:D

Easy for you to say! Well, we shall just have to wait patiently for your fingers to do the talking. Posted Image

At the very least it would be nice knowing how to have the custom class at least "inherit" Specialization availabilities when leveling-up. Right now, the custom class has an empty Specialization Panel; even though the points are available. I just don't know how to "unlock" or otherwise make those Specialization appear. Posted Image

Modifié par DhammaWings, 09 mars 2010 - 03:13 .


#35
ladydesire

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DhammaWings wrote...


I haven't typed it up yet, but it is fairly easy to do.


Easy for you to say! Well, we shall just have to wait patiently


for your fingers to do the talking.

At the very least it would be nice knowing how to have the
custom class at least "inherit" Specialization availabilities
when leveling-up. Right now, the custom class has an empty
Specialization Panel; even though the points are available. I
just don't know how to "unlock" or otherwise make those
Specialization appear.


It works in a manner similar to creating base classes but specializations aren't restricted to being in the first 10 rows like base classes are currently.

#36
DhammaWings

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I guess the problem I'm having is when I create a new class as essentially a copy/duplicate of Rogue for example, why the Rogue Specialization don't show in the level-up Specialization Panel. My new Rogue (named Paladin for now) has all the skills and talents of the standard Rogue - but no Specialization besides default Paladin.



I've looked through the xls files, and weeded through all the scripts, but still can't see how to give my Paladin the same level-up Specialization availabilities as the Rogue has.



I'm guessing I need to "unlock" Specializations somehow in my module startup script? Otherwise, how is the game going to know which Specializations my Paladin should have for level-up choices?

#37
CID-78

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if you look at CLA_base.xls you will see that all specializations have a base class defined to them so if you copy the rogue the specializations reference will still only point to rogue not the copy of rogue which will have another line number.

#38
ladydesire

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CID-78 wrote...

if you look at CLA_base.xls you will see that all specializations have a base class defined to them so if you copy the rogue the specializations reference will still only point to rogue not the copy of rogue which will have another line number.


Copying the rows for the Rogue is a good start (I did that for the Warrior Specializations when I modified them for my class) but you also need to change the StartingAbility columns to match the ones you create in the ABI_Base; the first of these will be like the one for the base class and the other will set the first class ability, which you will have to copy from the default Rogue abilities. What I did was duplicate the talent scripts  and modify those for the new class and specialization abilities instead of adding them to the existing scripts.

#39
DhammaWings

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But does any of that solve the problem that when I level-up (level 7 for example), my Specialization Panel is blank? Do you know what I mean by that? I'm wondering how I can "activate" standard Rogue Specializations for the new Rogue "copy".



Thanks.

#40
ladydesire

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Copy the rows, changing the Baseclass column to what your new base class is.

#41
Regulator51

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Ok so I'm following your tutorial DhammaWings and I think I've found my problem. When I make the loadscript (or loadpal) my stuff has errors in it besides the one you mentioned. I have these two errors:

E: 16:32:15 - Cannot load the AddIns.xml file. Unable to verify

E: 16:32:15 - 2da_constants_h.nss - 2da_constants_h.nss(590): Parsing variable list (while compiling loadpal.nss)



in addition to the one you mention. Does anyone know what's wrong with my files?

#42
Regulator51

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bump

#43
ladydesire

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Regulator51 wrote...

Ok so I'm following your tutorial DhammaWings
and I think I've found my problem. When I make
the loadscript (or loadpal) my stuff has errors in
it besides the one you mentioned. I have these
two errors:
E: 16:32:15 - Cannot load the AddIns.xml file.
Unable to verify


Make sure you have done the export of the xml data for your module; this error means the toolset isn't finding it for some reason.

E: 16:32:15 - 2da_constants_h.nss -
2da_constants_h.nss(590): Parsing variable list
(while compiling loadpal.nss)


This sound like a missing or incorrect constant to me.

#44
Regulator51

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Ok, so I fixed those now I keep getting this one error

E: 13:57:28 - sys_chargen_h.nss - sys_chargen_h.nss(?): Script must contain either a main or StartingConditional



I've gotten it for a few other scripts too. Everything else works fine, I just get this error about a main or StartingConditional and I haven't done anything to the scripts except added in the new stuff for my class.


#45
Regulator51

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Ok, hopefully I'm almost there. I got my class to appear in the downloadable content section of the main game, but can't click it in the character creator. The main deviations I had from the tutorial was making my character magic oriented, and in the excel worksheet ALclass (that one) I copied in the warrior's talents in addition to the mage's. Does that mean I have to make additional changes to the script? I essentially want a character that can do magic and fight like a warrior, so that's why I did it. Does that require additional changes? I don't think it's awakening, b/c the cleric class that those other people made still shows up.  I also changed the character from only being available in the noble origins to being available in all origins except commoner

Oh and I also changed this script
else if(GetCreatureCoreclass(oChar) == class_PALADIN)
nPresetTable = 2; // damage dealer

to

else if(GetCreatureCoreclass(oChar) == class_PALADIN)
nPresetTable = 5; // nuker

so it's the same as the mage. Does that matter? Thanks for all the help so far everyone, you've been great.

Modifié par Regulator51, 17 mars 2010 - 07:30 .


#46
Regulator51

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bump