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Naming a Custom Class and Getting It to Work

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 DarthDementous
11-09-2006, 7:43 PM
#1
I have made my own custom class called Dementous Apprentice. I edited the classes.2da file and copied all the data of a Sith Assassin to a new row. In the dialog.tlk file, I made a thing with the text 'Dementous Apprentice'. It was row 962. Back to my classes.2da file, I put under Dementous Apprentice's name column, '962' because that is the row of its name in dialog.tlk file. I have a working script that makes that my secondary class. But when the script is activated, it crashes. I know the script works fine. But I can't figure out why. Please help me! If I need to, I will send you the dialog.tlk file and the classes.2da file. If you help me with this, I will put your name in my mod's readme file! Thank you so much!!!
 stoffe
11-09-2006, 9:16 PM
#2
I have made my own custom class called Dementous Apprentice. I edited the classes.2da file and copied all the data of a Sith Assassin to a new row. In the dialog.tlk file, I made a thing with the text 'Dementous Apprentice'. It was row 962.

What did you use to edit the dialog.tlk file? There are 136320 standard entries in the dialog.tlk, not 961, thus if you have no other mods installed that have modified the TLK file your entry should be 136321.

The dialog.tlk file is not a text file, if you edit it with a text editor you will ruin it. You'll need to use a TLK editor to easily modify the file.

(And in case you don't know you can't add new force using classes to the game. New classes you add, even if you copy an existing one, will end up with no force points for some reason.)
 DarthDementous
11-10-2006, 4:07 PM
#3
Okay, so maybe I should scrap the whole idea about actually making a new class. Is there any way that a good scripter could do my one last major favor? I would put their name in the mod's readme file (I think that is the sixth time I have said that. lol.). This is what I need: Six scripts altogether. Here are the effects that I need for each each script:
1-3.This script is activated when a certain part of dialogue has been done (context: I talk to my recruitable character, Darth, and I ask him if I can join a certain part of his cult group.) I will need three separate scipts for this. One script for each part of Darth's cult group. The names of each of these scripts should be: 1.JOINSOLDIER. 2.JOINSEEKER. 3.JOINAPPREN.
4-6.The next three scripts are like this:
4.This script means that if you have had JOINSOLDIER activated before, you can view the dialogue that this script is restricting.
5. Same as 4, but you need the JOINSEEKER script instead.
6. Same as 4 and 5 but you need JOINAPPREN.

If anyone could make those 6 scripts for me, I would be forever in your debt. I will put your name in my mod's readme file and I would do any beta testing you need! THANK YOU SO MUCH!!!
 goldberry
11-11-2006, 10:20 AM
#4
Hold on, if the problem is that a user made force class wont have force points, cant that just be acessed via a script? Or will they just not show up at all?
 Anakin Skywalker
11-11-2006, 10:26 AM
#5
Why not just rename the Sith Assassin class? That would be easier...... and technecally it's still a Sith Assassin if you do, do that.
 DarthDementous
11-11-2006, 10:35 AM
#6
I scrapped the idea of new classes. Now I just need those new scripts. If anyone would help, that would be so, so cool.
 stoffe
11-11-2006, 12:10 PM
#7
Hold on, if the problem is that a user made force class wont have force points, cant that just be acessed via a script? Or will they just not show up at all?

The problems with adding new force user classes for player-controllable characters are, as far as I have noticed, are that you get no force points at levelup or from having high wisdom/charisma, the "force powers" panel in the user interface will be hidden so you can't see what powers the character has, there will be no force point gauge at the character sheet and you won't be allowed to pick any force powers at levelup. You (usually) can't cast any force powers you have from the user interface either, though the character can cast via scripts. (I wrote usually since, if you mess around enough you might be able to sqeeze off a power, but that's more of a glitch than anything since it's highly unreliable and requires some fast clicking and party member switching to pull off.)

The missing user interface elements/panels problems won't be as noticable if you already have a force user class as your first class, but the other problems still remain.
 stoffe
11-11-2006, 12:23 PM
#8
I will need three separate scipts for this. One script for each part of Darth's cult group.
4.This script means that if you have had JOINSOLDIER activated before, you can view the dialogue that this script is restricting.
5. Same as 4, but you need the JOINSEEKER script instead.
6. Same as 4 and 5 but you need JOINAPPREN.



// JOINSOLDIER
void main() {
SetLocalNumber(GetFirstPC(), 25, 1);
}


// JOINSEEKER
void main() {
SetLocalNumber(GetFirstPC(), 25, 2);
}


// JOINAPPREN
void main() {
SetLocalNumber(GetFirstPC(), 25, 3);
}


// ISSOLDIER
int StartingConditional() {
object oPC = GetFirstPC();
return (GetIsPlayerMadeCharacter(oPC) && (GetLocalNumber(oPC, 25) == 1));
}


// ISSEEKER
int StartingConditional() {
object oPC = GetFirstPC();
return (GetIsPlayerMadeCharacter(oPC) && (GetLocalNumber(oPC, 25) == 2));
}


// ISAPPREN
int StartingConditional() {
object oPC = GetFirstPC();
return (GetIsPlayerMadeCharacter(oPC) && (GetLocalNumber(oPC, 25) == 3));
}
 DarthDementous
11-11-2006, 6:31 PM
#9
Bless your soul, Stoffe!!! If god doesn't bless your soul, the Force will still always be with you!!! I'll PM you if there are any problems.
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