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Old 06-23-2009, 07:21 PM   #1
Insignia_Enithma
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Scripting Question, Adding another class to a party member.

A question for the more experienced modders and scriptwriters, if I where to create a Dialogue leading up to adding a new class to a party member how would I add the new class, and how would I make it so that you could attempt to add another class?
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Old 06-23-2009, 07:36 PM   #2
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Here's a sample:
Code:
void main()
{
AddMultiClass( CLASS_TYPE_JEDIGUARDIAN, GetObjectByTag("Mission"));

}
You can replace CLASS_TYPE_JEDIGUARDIAN iwth:
CLASS_TYPE_SOLDIER
CLASS_TYPE_SCOUT
CLASS_TYPE_SCOUNDREL
CLASS_TYPE_JEDICONSULAR
CLASS_TYPE_JEDISENTINEL
CLASS_TYPE_COMBATDROID
CLASS_TYPE_EXPERTDROID
CLASS_TYPE_MINION

And you can replace Mission with your Party Member's name
Hope this helped



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Old 06-23-2009, 07:59 PM   #3
Insignia_Enithma
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Quote:
Originally Posted by DarthDac View Post
Here's a sample:
Code:
void main()
{
AddMultiClass( CLASS_TYPE_JEDIGUARDIAN, GetObjectByTag("Mission"));

}
You can replace CLASS_TYPE_JEDIGUARDIAN iwth:
CLASS_TYPE_SOLDIER
CLASS_TYPE_SCOUT
CLASS_TYPE_SCOUNDREL
CLASS_TYPE_JEDICONSULAR
CLASS_TYPE_JEDISENTINEL
CLASS_TYPE_COMBATDROID
CLASS_TYPE_EXPERTDROID
CLASS_TYPE_MINION

And you can replace Mission with your Party Member's name
Hope this helped
Thanks Darth, this will come in use for my next mod I'm planning. One that I believe is just a tad more ambitious then most people go with the whole Party Member Multiclass thing.
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Old 06-23-2009, 09:02 PM   #4
DarthCyclopsRLZ
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Quote:
Originally Posted by Insignia_Enithma View Post
Thanks Darth, this will come in use for my next mod I'm planning. One that I believe is just a tad more ambitious then most people go with the whole Party Member Multiclass thing.
Friendly advice: get started on the 'proof of concept' and 'getting it to work in some capacity' aspects of modding before overplanning.

Also, you say that as if that many mods gave multiclasses for everyone.
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Old 06-23-2009, 09:11 PM   #5
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Quote:
Originally Posted by DarthCyclopsRLZ View Post
Friendly advice: get started on the 'proof of concept' and 'getting it to work in some capacity' aspects of modding before overplanning.

Also, you say that as if that many mods gave multiclasses for everyone.
Thanks for the advice,

But I already have the basic aspect working., I had the concept pinned down pretty quickly.

And everyone and their dog released mods for non-jedi to multiclass into jedi. Something I will not be providing in my mod.

Another question for anyone who may know and happens to read this.

Is it possible to create new feats, like Scoundrel Luck? And could I set such feats to be gained at certain levels by a class made by myself. (Like sneak attack with the scoundrel).
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Old 06-23-2009, 09:28 PM   #6
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Quote:
Originally Posted by Insignia_Enithma View Post
Thanks for the advice,

But I already have the basic aspect working., I had the concept pinned down pretty quickly.
Proof of concept = getting it to work.

Quote:
Originally Posted by Insignia_Enithma
And everyone and their dog released mods for non-jedi to multiclass into jedi. Something I will not be providing in my mod.
Actually, once I'm done with this 'speed run' of sorts (just to get the save games for the sake of testing, eh), I'll get to work on a party balance mod.

Basic premise is to give all NPCs a unique class and dummy feats that allows them to wear armbands that will grant them extra attack(s) without getting Jedi powers. I'll also mess with the Power Blast/Sniper Shot settings to make them a bit more competitive.

Oh, and making Sentinels worth a damn. Bastila can hardly hit anything, lol. Some dual-wielder, eh.

Quote:
Originally Posted by Insignia_Enithma
Another question for anyone who may know and happens to read this.

Is it possible to create new feats, like Scoundrel Luck? And could I set such feats to be gained at certain levels by a class made by myself. (Like sneak attack with the scoundrel).
1. No. Feats are hardcoded. You could make dummy feats that trigger the use of armbands/shields, though.

2. Speaking of dummy feats... Scoundrel's Luck doesn't do anything. Look at the acbonus.2da file. The characters get the defense bonus anyway. Same goes for that Jedi AC feat.
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Old 06-23-2009, 09:49 PM   #7
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Quote:
Originally Posted by DarthCyclopsRLZ View Post
Proof of concept = getting it to work.



Actually, once I'm done with this 'speed run' of sorts (just to get the save games for the sake of testing, eh), I'll get to work on a party balance mod.

Basic premise is to give all NPCs a unique class and dummy feats that allows them to wear armbands that will grant them extra attack(s) without getting Jedi powers. I'll also mess with the Power Blast/Sniper Shot settings to make them a bit more competitive.

Oh, and making Sentinels worth a damn. Bastila can hardly hit anything, lol. Some dual-wielder, eh.



1. No. Feats are hardcoded. You could make dummy feats that trigger the use of armbands/shields, though.

2. Speaking of dummy feats... Scoundrel's Luck doesn't do anything. Look at the acbonus.2da file. The characters get the defense bonus anyway. Same goes for that Jedi AC feat.
Ah right, that sucks about the feats thing. A question of itnerest... would you mind giving me a copy of your speed run saves? My big problem is this is a new pc and im learning to mod but have very little saves for testing.
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