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Author Sticky: FAQ on custom classes, spells, and feats.
Kaedrin
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Joined: 05 Apr 2002
From: Florida
Posted: Tuesday, 13 November 2007 03:09PM
I'm going to try and keep up with this thread to answer questions when people have them on how to do CC for these topics. If you have any questions, post them below and I'll get to them. For an example to follow along with, I suggest the Black Flame Zealot in my prc pack as it's a pretty cut and dried class.

Q: How do I make a spellcasting progression PrC?

A: First, create one new feat for each of the spellcasting classes you want the progression to work for (such as Sorcerer, Wizard, and Bard for arcane).

Second, in the CLS_BFEAT_* 2da file you point to with the classes.2da change the number of bonus feats at level 1 to 1. Then change your CLS_FEAT_* 2da file to add those custom spellcasting feats you added. Set the "List" column to 2 and the "GrantedOnLevel" column to 1. At first level you will now gain a choice of which spellcasting class to progress with.

Third, open the CLS_FEATMAP_* 2da file for your class. Tie your custom spellcasting feats to the appropriate classes with the featid. This is so the game recognizes your custom feat as the correct one to use for progressing spellcasting.

Lastly, open the CLS_BSPLVL_* 2da file for your class. This file is where you choose what the progression of the class is. If you want full spellcaster progression set levels 0-9 (for a 10 level PrC) to 1. If you want half casting like the Warpriest or Black Flame Zealot set it every other level (1,3,5,7,9). If you have something custom like the Hospitaler (7/10 progression at odd levels) you can do that as well.

That's it in a nutshell. If you have any questions please let me know and I'll elaborate on whichever step is needed.


**

Q: How do I create a persistent feat?

A: Create the feat as you normally would in the feats.2da file. Set the "spellid" to be the one you want to be cast every time the player rests or changes location. Set the "IsActive" to 0 (not castable) and the "IsPersistent" to 1.

The spell associated with the feat will now be cast (quietly, without animation or player interaction needed) for you by the module. Make sure in the spell script that you make the effects supernatural and that you check for the spell effects existing on the target before you add them again (or they will stack).


**

Q: What if I want spellcasting progression *and* bonus combat feats in a PrC?

(i)A: This is a sticky situation that requires a small workaround. The engine can't tell if you want a bonus feat to work only from level 2 and up so that level 1 can be used for the spellcasting feats. The solution I found was to use the bonus feats for the combat feats as normal and to put the spellcasting feat choice in a converstation that is fired when the player is level 1 in the class.

As an example, the Hospitaler PrC grants 3 bonus combat feats and allows for spellcasting progression in a divine feat. If I didn't do the spellcasting feat choice in a conversation the player would have the ability to choose a combat feat at level 1 instead of the spellcasting feat. This would prevent them from gaining bonus spell levels when they level up in the PrC.(/i)
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Edited By Kaedrin on 11/13/07 15:10

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CID-78
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Joined: 01 Oct 2002
From: Landskrona, Sweden
Posted: Tuesday, 13 November 2007 03:30PM
can you explain the second question a bit more in detail.

when do the script run? this knowledge might be usable for creating other types of feats. i mean you can allways add your own onlevelup script that activate a feat but it sounds like your saying that the game can do the work for you. in that case it would be nice to know what events that are triggering the script execution.
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DedoITA
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Posted: Tuesday, 13 November 2007 03:30PM
nice start.
I bet this will be stickied soon
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Kaedrin
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Joined: 05 Apr 2002
From: Florida
Posted: Tuesday, 13 November 2007 03:44PM
Quote: Posted 11/13/07 15:30 (GMT) by CID-78

can you explain the second question a bit more in detail.

when do the script run? this knowledge might be usable for creating other types of feats. i mean you can allways add your own onlevelup script that activate a feat but it sounds like your saying that the game can do the work for you. in that case it would be nice to know what events that are triggering the script execution.

The events I tracked down were the OnModuleEnter (called when you load a game, make an area transition, or level up) as well as the OnRest. The engine does indeed do all of the work for you. If you need the effects to scale with a players level then you need to remove the spell effects and reapply the new one each time the script is called. The spell effects need to be permanent and supernatural.
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Edited By Kaedrin on 11/13/07 15:52

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Chaos Wielder
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Posted: Tuesday, 13 November 2007 04:11PM
Thanks Kaedrin.
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Kaedrin
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Joined: 05 Apr 2002
From: Florida
Posted: Thursday, 15 November 2007 05:51AM
My pleasure. If anyone has any specific questions just drop them in here. I haven't had (or taken) the time to write a full up tutorial on how to do a custom class in NWN2 from beginning to end but I do keep meaning to. Similarly for feats and spells (which are far simpler in comparison).
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CID-78
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Joined: 01 Oct 2002
From: Landskrona, Sweden
Posted: Thursday, 15 November 2007 09:41AM
can I assume GetHasFeatEffect() work as it should with the custom feats. so I don't need to strip the effects all the time to reapply them. and only if they should change?
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craftmatic2
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Posted: Thursday, 15 November 2007 02:42PM
Ok, this is exactly the sort of thing I'm looking for.

I'm going to try to figure out how to do what you were talking about in the first post of this topic. I think I get the gist of how the spell tables work too. Basicly if you want to create a custom spell you need to create and compile an appropriate "on enter" and "on exit" script or "heart beat" script and link to them from a .2da file which also outlines the name, radius, width,length, graphics, etc. but I'm just not sure which yet.
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ladydesire
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Posted: Friday, 16 November 2007 11:07PM
Quote: Posted 11/15/07 14:42 (GMT) by craftmatic2

Ok, this is exactly the sort of thing I'm looking for.

I'm going to try to figure out how to do what you were talking about in the first post of this topic. I think I get the gist of how the spell tables work too. Basicly if you want to create a custom spell you need to create and compile an appropriate "on enter" and "on exit" script or "heart beat" script and link to them from a .2da file which also outlines the name, radius, width,length, graphics, etc. but I'm just not sure which yet.

You're close; what you need to do is create a script that sets the conditions for the spell, lists what graphical effect the spell has, compile it in the NWN2 toolset, then edit the spells.2da file to tell the game the name of the spell, and the name of the script to use when you use the spell ingame. I've simplified it a bit, of course, but that is the basics of the process.
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craftmatic2
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Posted: Saturday, 17 November 2007 05:16AM
Thanks for reply, but i've figured all this out since I made that post.

Now I'm trying to figure out how to edit *.tlk which seems more complicated than the actual programming/scripting. Actually, I spend more time playing the game to test the new scripts than I do writing them, load time and all...

My next project really is going to be spell sequencer/trigger/matrix.

I think I know a trick or two to implement matrix without any gui editing other than feats.2da and spells.2da, one or more scripts, and a *.tlk, but sequencer and trigger will most likely be a bit more work both at the creation time of the trigger/sequencer as well as the activation time.

BAsicly my theory is to create an instance of a fake "once per day" spell/feat at the time the matrix/sequencer/trigger spell is cast, which would function just like any racial or class ability with one use per day. This feat would be named the same thing as the spell that creates it: "Spell Matrix", "Spell Sequencer", or "Spell Trigger". Hidden variables will be used to applly the caster level, DC, and spell number dynamicly, and of course quickened metamagic must be applied on activation as well in order to comply with D&D 3.5 description.

I can probably re-use a rune or something like that which is already in the game for the icon graphic.
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Cyric the Dark
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Joined: 07 Jul 2002
From: Rome, Italy
Posted: Saturday, 17 November 2007 12:43PM
I'm trying to load a custom.tlk in a multiplayer module (distributing the tlk to the user) but without success (the new Prestige Class have the wrong entry) maybe a FAQ on how to do this will help other like me.
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CID-78
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Joined: 01 Oct 2002
From: Landskrona, Sweden
Posted: Saturday, 17 November 2007 12:59PM
Quote: Posted 11/17/07 12:43 (GMT) by Cyric the Dark

I'm trying to load a custom.tlk in a multiplayer module (distributing the tlk to the user) but without success (the new Prestige Class have the wrong entry) maybe a FAQ on how to do this will help other like me.

You can't. hakpaks and custom .tlk doesn't work until the player has joined the server in MP. ie it's not working during character generation. should work during levelup thought.
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ladydesire
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Posted: Saturday, 17 November 2007 08:11PM
Quote: Posted 11/17/07 12:59 (GMT) by CID-78

Quote: Posted 11/17/07 12:43 (GMT) by Cyric the Dark

I'm trying to load a custom.tlk in a multiplayer module (distributing the tlk to the user) but without success (the new Prestige Class have the wrong entry) maybe a FAQ on how to do this will help other like me.

You can't. hakpaks and custom .tlk doesn't work until the player has joined the server in MP. ie it's not working during character generation. should work during levelup thought.

True, but that does present problems for those of us that want to add base classes; those should be visible at character creation so that players that want them can select them without having to jump through hoops (create them in single player and email the .bic to the server admin) to use them.
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dunniteowl
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Posted: Saturday, 17 November 2007 09:30PM
Sticked.

Awesome Thread Concept.

Rock it, Kaedrin.

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saeltari
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Posted: Sunday, 18 November 2007 11:01PM
I have a Q! (Hopefully it's not contagious )

When creating a new racial feat 2da like race_feat_hfHolyCow.2da (<-example only) is there a specific order that you need to put the feats in? I ask this because instead of the feats I added to the racial 2da (feats already in the game, not new ones) for my new race I am only getting the Alertness (seemingly the default when there is an error, and one I did not add) feat when I go to play the race.

I did realize that some of the feats I was trying to add were set as "0" or not open to all characters but a couple of other feats like Weapon Proficiency Long Sword are not.

Are there only certain feats that can be racial feats?

How do you determine or designate which class a feat is open to? Say I want a feat that is only open to my new class. I see the column in the Feats.2da "Allclassescan use" but I am not sure how you say "which" class can use it. None of these feats are spell related to the best of my knowledge.

Any light that can be shed on this will certainly make things brighter for me and probably others


(Edited due to an increase in intelligence showing me spelling errors.)

Edited By saeltari on 11/18/07 23:06

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