Can't find core _ scripts GDA files
#26
Posté 05 mars 2010 - 01:40
#27
Posté 06 mars 2010 - 11:43
#28
Posté 07 mars 2010 - 01:21
#29
Posté 07 mars 2010 - 04:53
#30
Posté 07 mars 2010 - 06:11
#31
Posté 07 mars 2010 - 08:38
#32
Posté 08 mars 2010 - 04:15
#33
Posté 08 mars 2010 - 09:48
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.
#34
Posté 09 mars 2010 - 03:13
Easy for you to say! Well, we shall just have to wait patiently for your fingers to do the talking.I haven't typed it up yet, but it is fairly easy to do.

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.
Modifié par DhammaWings, 09 mars 2010 - 03:13 .
#35
Posté 09 mars 2010 - 02:46
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
Posté 09 mars 2010 - 04:12
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
Posté 09 mars 2010 - 04:20
#38
Posté 09 mars 2010 - 10:04
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
Posté 10 mars 2010 - 12:18
Thanks.
#40
Posté 10 mars 2010 - 01:12
#41
Posté 10 mars 2010 - 10:34
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
Posté 16 mars 2010 - 04:15
#43
Posté 17 mars 2010 - 02:59
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
Posté 17 mars 2010 - 06:59
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
Posté 17 mars 2010 - 07:20
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
Posté 26 mars 2010 - 09:30





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