Custom Class (turn undead)
BrandonK
Member Posts: 16
I have been playing with custom classes and gave them turn undead...I feel like it might not be leveling? Do I have to do something other than just giving the class the feat? The character does the animation and yellow light but doesn't seem to have any effect?
Thank you in advance
Thank you in advance
Post edited by BrandonK on
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EDIT - you could try changing nw_s2_turndead for the custom class.
Just updating this as I go....thank you in advance for anyone who can help me with this....
Also, there isn't a changing the game for dummies tutorial is there? Like an elementary guide? I found a really good one for making custom familiars. I feel like it worked last time I tried it....I haven't tried it since I started messing around this summer:)
Sounds like you'll need to acquire some basic scripting knowledge.
The NWN Lexicon has a primer and tutorials.
Neverwinter Vault has scripting tutorials by Tarot Redhand, the Toolset Manual, plus (for advanced topics) the Custom Content Guide and Neverwinter University.
The Vault scripting forum is a good place to ask specific questions.
These are all general guides - thing is, if you find a cookbook for something as complex as a custom class, all well and good, but as soon as you want to customise stuff that's not in the cookbook, a better overall understanding of how things work is essential.
I got the script to compile without errors...Not sure if I did it right because I opened it through a module created by the creation wizard. Once it compiled I exported the script (I am pretty sure)
The file exported as an ERF file....I was hoping to get a script file (nss?) I figured I could just put the scripted with my addition in to replace the original script.
Will any of that work or am I approaching this wrong?
It is bedtime:) Hope everyone has a great day....
I wouldn't expect your script to compile, unless you include a line like this before void main() Replace 42 with the number of the new class that you added to classes.2da (if different).
You can open your .erf file with nwhak (ships with the game) then export the .nss and .ncs files to the override folder.
Alternatively, when the module is open, you'll find those files in modules\temp0.
Use of override is frowned on for published works (because it impacts every module including the OC) but it's fine if it's just for your own amusement.
I should have taken a screen shot of what I added to the original script....I will pull it up when I mess with things later today. If I understood what I was reading yesterday the script includes something like CLASS_TYPE_SORCERER as a "Constant." The constant is just a tag for me the human to read...The computer doesn't really care what it says. Since my base class in the 2da was a sorcerer I still had that as my constant...I haven't tried changing the name to something more descriptive.
Honestly, I hope it is just stress and not that my brain is already getting old:) I feel like I understood this stuff better 2 years ago when I started messing with it the first time I played. I got a lot of different projects I am trying to figure out before the summer ends, so this is my me time in the evenings:) As always, I will read and try to process any comments and appreciate everyone who responds:)
void main()
{
int nClericLevel = GetLevelByClass(CLASS_TYPE_CLERIC);
int nPaladinLevel = GetLevelByClass(CLASS_TYPE_PALADIN);
int nSorcererLevel = GetLevelByClass(CLASS_TYPE_SORCERER);
int nBlackguardlevel = GetLevelByClass(CLASS_TYPE_BLACKGUARD);
int nTotalLevel = GetHitDice(OBJECT_SELF);
The bolded part is what I added....My base class in Classes.2da was just a modified sorcerer and I guess I never changed the Constant "CLASS_TYPE_XXXXX" They didn't seem to reference the line number just the constant. After this it talks about modifying blackguards and paladin levels but I just left it this way assuming it would be the same as a cleric because it seemed to be the default and everything after this part was to modify classes based on cleric minus different amounts.
After changing this I compiled it with 0 errors....and fumbled my way through "saving" or I think I exported the script. The result was my ERF file....I think I will try using that nwHAK and see if I can get those 2 things in the override to see if it works:)
EDIT - I placed the .nss and .ncs file in override and leveled my character to 20 to ensure ultimate power:) Sadly 8 turn undead attempts failed to have any effect. I will look at the script to see if I can find an area that includes the row number as you suggested.
Are you trying to add a new class (extra line in classes.2da) or simply modify Sorceror (class 9)?
If the former, you need to define a new constant, as previously mentioned.
CLASS_TYPE_SORCERER is a pre-defined constant with the value 9, which the compiler will recognise, so the script will compile but do nothing for any new class.
P.S. hak pack would indeed be the way to go for publication.
I copied the Sorcerer line for spell gain, attack and saving throws...It does currently have the same thing written in the column for constant. I assumed it was just a generic thing since what I read was that the words under constant is just for human use.
Where do I define the constant (Class_Type_xxxx)..That was why you wrote the thing previously Class_type_newclass = 42. I am not at home so using phone...Sorry for short response:)
You can replace NEWCLASS with your own class name throughout. Replace 42 with your new classes.2da line number if different.
I haven't checked the original code - if nSorcerorLevel is already in use for something, you'll need to define a new variable for your class.
If you want to know if your script is actually called you can add a debug message like: