Are custom classes or ability sets possible?
#1
Posté 08 novembre 2009 - 07:37
- Altering the name, icon, cooldown, or stamina/mana cost of an in-game ability.
- Granting an ability to a character which is typically restricted to his or her class, whether by modifying the character or through an item he or she could use.
- Fundamentally altering the default classes of Dragon Age by overhauling and reassigning abilities.
As an example, one might imagine a hybrid class, such as a paladin. To construct it, we would offer that character a selection of warrior (likely sword and shield) talents, combined with a handful of healing and protective abilities, and topped off with a templar ability or two.
Theoretically, would any of this be possible?
#2
Posté 08 novembre 2009 - 10:49
#3
Posté 08 novembre 2009 - 11:40
#4
Posté 08 novembre 2009 - 12:15
#5
Posté 08 novembre 2009 - 12:17
#6
Posté 08 novembre 2009 - 12:27
Don't think it's been released yet, but looks like it's sort of working.
#7
Posté 08 novembre 2009 - 01:57
#8
Posté 08 novembre 2009 - 07:35
Modifié par Franchise, 08 novembre 2009 - 07:36 .
#9
Posté 08 novembre 2009 - 08:15
As for getting started, you're going to want to read up on 2DA's and more importantly, ABI_base.xls, which is the 2da for all abilities (talents, spells, skills, etc.). I have already added at least 6 new custom abilities with no major issues. Unfortunately, because of some crash issues I was having earlier, and because I don't want to be tempted to build before I finish the game, I don't have the toolset installed anymore, so I won't be able to get too specific with you since all of this is from memory alone. As for your specfic questions:
1) For each row (ability) in ABI_base.xls, there are columns for the name, icon, cooldown, and stamina/mana. So, just find the particular ability you want to change, and update the values there.
2) There is a function called, AddAbility(int nAbility, int bShowConfirmation) that can be used to give abilities to people, regardless if they selected it from the ability tree menu screen. I have not tried your particular question (i.e. giving "Heal" spell to a warrior), so you'll have to check that out yourself (or I will when I beat the game).
3) There is a 2DA, named guitypes.xls. In it, are the definitions for the types of abilities you see on the ability menu. So for instance, there is a "Sword & Shield" entry, "Warrior" entry, "Mage" entry, "Shapeshifter" entry, etc. For instance, in my module, I have a whole new line of abilities for the PC. So, I added the entry there, and then when creating/modifying abilities, there is a "guitype" column that you can use to associate it correctly. Hell, it will even be given it's own row on the screen!
So long story short, you could have your paladin class, and have it have talents from the "Sword & Shield" line of abilities, as well as a custom "Paladin" line. Then, you just need to configure it to either show up after a certain event in your game, or just be there all the time.
****
Let me know if you need to know anything else. As I said, this is all from memory when I was doing this last week, and I don't think I will have toolset installed for another few days, so I may not have all answers for you.
#10
Posté 09 novembre 2009 - 07:33
So, when I said I didn't know what would happen if you called the AddAbility function, and gave the "Heal" spell to a warrior, I take that back. It would probably crash the game
Modifié par Challseus, 09 novembre 2009 - 07:34 .
#11
Posté 09 novembre 2009 - 08:21
Challseus wrote...
Just realized something else... Let's say you have this "Paladin" class, that is already using the "Sword & Shield" line of talents. With this new "Paladin" line of abilities, I am not sure how the engine would take it if these new abilities were spells, instead of talents. What I mean is, I don't know of a way to have *both* a stamina pool, as well as a mana pool. Assuming you cannot, just make sure your custom "spells" are just defined as "talents", so they drain from the stamina pool.
So, when I said I didn't know what would happen if you called the AddAbility function, and gave the "Heal" spell to a warrior, I take that back. It would probably crash the game
Wouldn't it be possible to make a copy of the heal spell information, rename the copy OP Palidon Heal (or whatever you want to call it), and then just change the abilitytype field to 1 (talent) which whould make it cost stamina instead of mana?
#12
Posté 09 novembre 2009 - 04:23
#13
Posté 09 novembre 2009 - 04:51
Cvoid_Sonneillon wrote...
Challseus wrote...
Just realized something else... Let's say you have this "Paladin" class, that is already using the "Sword & Shield" line of talents. With this new "Paladin" line of abilities, I am not sure how the engine would take it if these new abilities were spells, instead of talents. What I mean is, I don't know of a way to have *both* a stamina pool, as well as a mana pool. Assuming you cannot, just make sure your custom "spells" are just defined as "talents", so they drain from the stamina pool.
So, when I said I didn't know what would happen if you called the AddAbility function, and gave the "Heal" spell to a warrior, I take that back. It would probably crash the game
Wouldn't it be possible to make a copy of the heal spell information, rename the copy OP Palidon Heal (or whatever you want to call it), and then just change the abilitytype field to 1 (talent) which whould make it cost stamina instead of mana?
That's definitely the way to start. Unfortunately, there will be more work. So, each ability has a "script" column. For "Heal", I believe it uses the script, "spell_singletarget.nss". In that script, there is a long switch statement that looks for the ability by it's ID. Once it finds it, it will do the appropriate thing (i.e. Heal the target).
Since this Paladin Heal would be custom, a few things would have to happen:
1) As you stated, copy the row of info, and change the ability type from spell to talent.
2) Give this row a new ID, as you obviously can't have dupe ID's.
3) I don't think it's good practice to edit the core scripts if you don't have to, so you would have to make a new script for your custom singletarget talents, something like "custom_mod_name_talent_singletarget.nss"
4) In this custom script, run your own switch statement and check for the ID of the new talent. I suggest making your own 2DA constants script, and make the definition there (i.e. const int PALADIN_HEAL = 999950). As for the implementation of "Paladin Heal", I suppose you could copy what they have in "spell_singletarget.nss" for "Heal", and adjust accordingly. I haven't looked at it, so I don't know if there is anything special about.
5) As for the new name/description of the talent (if it will indeed be called "Paladin Heal"), you will need to create a new talk table value for those as well. If you currently look at the "Heal" row, you will see ID's for the name and description. Those are contained in core.tlk. You'll need to define new custom ones for your module, by opening up the String Editor within the toolset, and defining them there. Once you create them, it will output the ID's, and you just put that in the new "Paladin Heal" columns where appropriate.
****
I am sure I am missing some small piece of the glue for this (just woke up), but that's the gist.
Modifié par Challseus, 09 novembre 2009 - 04:54 .
#14
Posté 09 novembre 2009 - 04:52
I don't want to get into the exact details due to spoilers, but check the mechanics behind the potion you can drink. It's on a workbench/table.
#15
Posté 13 novembre 2009 - 10:56
#16
Posté 13 novembre 2009 - 11:27
As I recall, without spoiling the game too much for people who haven't played it, you gained the ability to cast several spells in the Fade, but they used stamina instead of mana. Does that mean that these spells, which were the exact same as their mage counterparts from the descriptions, were set as talents or that it didn't matter what they were set as?
I've run the area on both a mage and rogue, and all the abilities seemed to be usable either way, and simply used mana / stamina depending on the PC's class.
#17
Posté 23 septembre 2010 - 12:48
no i dont wanna use the console
#18
Posté 23 septembre 2010 - 03:45
BelnickISMYNICKNAME wrote...
lol, all i want is to give my chars 4 more skills and 4 more
talents, why is it impossible to find any info on where you do
that in the dragon age toolset, google just direkt you to false
pages(like here)
no i dont wanna use the console
I'm not sure I understand the question you're asking; are you wanting new skills and talents or access to additional ones that exist in the game already? Either way, most of what you want to know is either posted in this thread or on the toolset wiki (which is linked to from the toolset help menu).
#19
Posté 23 septembre 2010 - 10:50
but i found out how to do it my self, just set the guy to level 1 and as soon as he kills one enemy he jumps back to the level he was before and get as many talent, skills and attribute points i i already had
double them
#20
Posté 26 septembre 2010 - 08:49
You could try loading up your save game file (most recent) in the toolset and give your char 4 skill points and 4 talent/spell points. I hope that's what you asked for, if not, rephrase your question more clearly, for the other thing it sounds like you ask for is to have custom skills and talents/spells, which the latter might be to find in some mods around here, but the former, I'm unsure about.BelnickISMYNICKNAME wrote...
lol, all i want is to give my chars 4 more skills and 4 more talents, why is it impossible to find any info on where you do that in the dragon age toolset, google just direkt you to false pages(like here)
no i dont wanna use the console
#21
Posté 28 septembre 2010 - 09:26
and givie just talent points or skills does not seem to work for me as my skill tree only goes to 29 and i think the talent points where 30+ somethign
#22
Posté 02 novembre 2010 - 03:14
I'm trying edit some talents because i think they are not weel balanced
Ex:
Firts talent of Berserk give us immediately +8 damage while the last talent of Reaver give us +1 damage every 10% of health we lose (+9 max then).....the fourth talents should be more powerful then the firsts.And reaver has great penalties of Health regeneration while Berserk gains +1.5 and only -1 in stamina reg
My main quest is to improve Reaver,Templars and Two Handed Talents changing only some values like deleting reaver health reg. penalty or giving templars +x% spell resistance (passive ability instead of mental resistance)
Can i do these things by editing xls?
After editing those xls files,what do i have to do?
Thanks





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