Author Topic: Usable Custom Feats  (Read 363 times)

Legacy_henesua

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Usable Custom Feats
« on: January 27, 2012, 01:51:02 pm »


                I am wondering if there is a way to make a feat usable (from the GUI) by all characters without adding it to the class feat 2da. And if so, how do you do it?

By "usable" I mean that the player elects to use the feat like any other special ability that shows up in the GUI. Usually these are in the class menu, but I don't know if there are other parts of the GUI to which they can be dedicated as well.

I want a few feats to be usable by all characters if they have the feat, but I also want to control acquisition of the feats so that they can only be granted to a character not selected by the player. So it would be very helpful if I could make the feat usable by all characters in the feat list, and actually usable - meaning that it shows up in the GUI - without having to edit every cls_feat_*.2da.

[EDIT]
Another thing I've wondered is how you make a feat invisible in the class's feat list, but still show up on the GUI. ... These are starting to sound like questions for the PRC. I should check their developer documentation out too.
               
               

               


                     Modifié par henesua, 27 janvier 2012 - 01:55 .
                     
                  


            

Legacy_Failed.Bard

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Usable Custom Feats
« Reply #1 on: January 27, 2012, 03:04:04 pm »


               I never had any luck with getting custom usable feats to appear anywhere but under the class menus.
 Hopefully there is a way for it, it'd be nice if I could move my combat feats to the combat radial from the class one, but I've had no luck no matter what I tried setting the feat category or tool category to.

 As for usable by all classes, that's set in the feat.2da.  As long as you're adding the feat by scripting, and not letting them select it, you shouldn't need to add it to the class 2das
               
               

               
            

Legacy_henesua

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« Reply #2 on: January 27, 2012, 04:13:36 pm »


               Really? So to have a feat show up in the GUI you do not need to add to the class feats?

Thats what I meant to say by "only adding the feat to feats.2da". I wanted to give a "Jump" feat to all characters at level one. And this feat is used from the GUI (class menu).

The trick to keep players from selecting the feat I suppose is to give an impossible combination of min and max level for feat selection. I tried that and it works. Feat is still granted.
               
               

               
            

Legacy_Shadooow

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« Reply #3 on: January 27, 2012, 04:27:20 pm »


               yes in order to who up in class radial you must give the feat into... class feats 2DAs...

only with NWNX you could probably replace Sap feat but then it would show up in combat radial...
               
               

               
            

Legacy_henesua

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« Reply #4 on: January 27, 2012, 05:17:18 pm »


               OK.. we'll just stick to using class 2das.

I implemented jump. Next step: making it pretty. Need to use Vaei's animations (when they are available in Project Q) and find a good jumping icon for the feat.
               
               

               
            

Legacy_Shadooow

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« Reply #5 on: January 27, 2012, 05:21:32 pm »


               I have to say that I have jump skill with Vaei's jump animation (or rather had) and it didn't looked great actually and I returned to the PRC disappear/appear solution.
               
               

               


                     Modifié par ShaDoOoW, 27 janvier 2012 - 05:21 .
                     
                  


            

Legacy_henesua

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« Reply #6 on: January 27, 2012, 05:43:00 pm »


               I'm using Disappear/Appear now. It will work if I don't like the alternatives, but I want to try that jump animation.

I feel fairly stupid for reinventing the wheel on these things. I think just about every world has these movement skills that I am making from scratch. But whatever. Push on.
               
               

               


                     Modifié par henesua, 27 janvier 2012 - 05:43 .
                     
                  


            

Legacy_Pstemarie

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« Reply #7 on: January 27, 2012, 08:23:40 pm »


               If you look at Vaei's scripting you'll find the timing definitions for the jump anim. There's a little flexibility, but too much of a change to the timing and the anim looks borked.
               
               

               
            

Legacy_henesua

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« Reply #8 on: January 27, 2012, 08:42:00 pm »


               Thanks. I'll take a look at that, and fine tune it.

One issue that I have noticed with Disappear/Appear is that a PC actually exits and reenters the area. That is fine for a flier (especially if the flier is escaping combat), but not good for jumping since the PC isn't really going anywhere. I could create a work around for jumping so that exit and enter events are not fully executed... but I'd rather not intorduce that sort of needless complexity.

Another issue with Disappear/Appear that requires a work around is its effect on combat which I have not tested yet, but can see ways to exploit it.

The more I think about it... even if the animation is less than what I want it to be, I am very likely going to use it. that said if its just a matter of adjusting timing to get it to work properly... I'll be very happy indeed.
               
               

               


                     Modifié par henesua, 27 janvier 2012 - 08:43 .