Author Topic: Various class-modding questions  (Read 405 times)

Legacy_Iapetus303

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Various class-modding questions
« on: January 02, 2014, 12:10:55 am »


               Hi!

Been a long time since I've played or modded NWN, but I've been messing around with it recently, and trying to implement some things I tried and failed to be before. 

Basically, I am trying to make a "playable dragon" class.

So far I've added some dragon classes to the classes.2da (a generic dragon class, plus one for each main colour of dragon).

I've also created a little conversation utility to change your appearence to that of a dragon.


However, there are a few things I can't work out how to do:

1) Alignment restrictions.  For the gold, silver and bronze dragons, I copied the alignment restriction values from the paladin class, so they are LG as they should be.  But I cannot work out what codes to use for the other alignments.  What do I need to use for CG, CE and LE?

2) Appearence change: I have a conversation script to change the PC's appearence to the dragon (or wyrmling) of their choice.  Is it possible to create a feat that will do this instead?  (E.g. so I can have a "red dragon" feat that is either chosen at character creation, or granted at level 1 of the red dragon class, which changes your appearence to a red dragon/wyrmling).

3) Race change.  Is it possible to change the race of the PC?  (Either through a conversation script, or with a feat?) 

4) Feats: my dragon classes currently use a modified version of the Dragon Disciple .2da to grant feats.  Is there a way to change what bonuses the "draconic armour" and "dragon abilities" grant and when?

5) Monster abilities: is there a way to make the class grant appropriate monster abilities (e.g. proper dragon breath, fear aura, etc)?
               
               

               
            

Legacy_WhiZard

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Various class-modding questions
« Reply #1 on: January 03, 2014, 10:47:05 pm »


               1) The descriptions for the columns AlignRestrict, AlignRestrictType, and InvertRestrict can be found on the wikia.

2) Yes you can make use of any of the player tool feats, though using an item can also work.

3) No race change except by polymorph or external utility.

4) For dragon abilities I would instead offer Great Strength, Great Constitution, etc. as bonus feats acquired at specified levels so that these characters would be able to delevel appropriately.  For draconic armor use effects to simulate the bonus.  

For example, EffectACIncrease(nBonus, AC_DODGE_BONUS, DAMAGE_TYPE_PIERCING|DAMAGE_TYPE_SLASHING|DAMAGE_TYPE_BLUDGEONING);
provides a stacking AC type that is technically not dodge (it is not lost when flat-footed nor applies to the dodge AC cap).

5) You can give these out as feats, although using an item might be more efficient.  Just hook into the needed script, (e.g. NW_S1_AuraDrag for the dragon fear aura).
               
               

               


                     Modifié par WhiZard, 03 janvier 2014 - 10:47 .
                     
                  


            

Legacy_Iapetus303

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Various class-modding questions
« Reply #2 on: January 07, 2014, 09:03:41 pm »


               Thanks.

Just to clarify a few points:

1) I think I see now how the alignment codes work.  The Paladin has 0x15 0x3 0, meaning Evil, Chaotic and Neutral (10+4+1=15) cannot take the class.  Am I right in thinking that CE only could be done with either:

0x13 0x3 0 ("Law or Good or Neutral cannot take this class")
0x14 0x1 1 ("Only Chaos and Evil can  take this class").

Or would the latter mean "Either Chaos or Evil can take this class"?


2) It's been a long time since I did any serious modding, and can't remember the more advanced parts.  How would I go about doing that?

3) Pity.  (You would have thought that would be something they would realise people would want to be able to do).  Polymorph is out, because I wouldn't want all the restrictions on spellcasting that comes with. Guess I'll have to make do with the external utility (or looking like a dragon but counting as a human etc for spell effects).

5) As with 2 - how do I do that (or where can I find instructions for it)?
               
               

               
            

Legacy_WhiZard

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Various class-modding questions
« Reply #3 on: January 07, 2014, 10:00:38 pm »


               

Or would the latter mean "Either Chaos or Evil can take this class"?


Given the way it works for druid, I would assume the result of InvertRestrict is an "or" rather than an "and".

how do I do that (or where can I find instructions for it)?


For use of player tool or tag-based scripting you would assign an item property to an item (unique power/activate item/manipulate portal for tag-based scripting, Player Tool # for player tool feats).  With that set-up the ability to use the item is either invoked through the item for tag-based, or from a base class' radial menu for player tool.  The script used is either a script with the same name as the item's tag for tag-based (this script is run by the module), or the script x3_pl_tool01 to x3_pl_tool10 for the player tool.  Advantages of the player tool route is that it is instant (requires no action and takes no casting time) and works the same regardless of the item.  Tag-based is more flexible but its behavior is linked to the type of item used (determined by the tag) rather than the character.

If you want behavior specifically invoked on level up (or on client enter for characters entering after the level up) you can code the behavior into these module events.