TheMonsterOfTheIsland Posted April 13, 2006 Share Posted April 13, 2006 How do I create a new class? Link to comment Share on other sites More sharing options...
stoffe Posted April 13, 2006 Share Posted April 13, 2006 How do I create a new class? Note that you can only add classes that are not force users, since the force using classes seem to be hardcoded for some reason. Anyway, you'll need to add a new line to the classes.2da file to add a new class, as well as add new columns to a few 2DA files, and create some new 2DA files, that your new line will refer to. See below. The relevant columns in classes.2da are: rowlabel - Set this to the next number in sequence label - The name of your class. Note that this is for human aid only and is not used by the game itself. name - The name of your class as shown in-game. Note that this column contains a StrRef to an entry in the dialog.tlk file that holds the name of the class. You can't put the text name of the class here directly. hitdie - The base health this character will have. This many points will be gained at each levelup (plus any constitution bonus). attackbonstable - The ResRef (name without .2da extension) of a 2da file that contains the attack bonus progression for each level for this class. CLS_ATK_1 (Soldier/Guardian), CLS_ATK_2 (Scout/Sentinel) and CLS_ATK_3 (Scoundrel/Consular) are the standard tables you can use, or you can create your own using the same format at those files. featstable - Column label prefix for the columns in feat.2da to use to determine the availability of feats to your class. You can either use an existing column from another class, or add your own. If you add your own, you'll need to add three columns in feat.2da. If you put "NEW" as value in the featstable column, your new columns in feat.2da would need to have the labels new_list, new_granted and new_recom. See the columns for the standard classes to see how this is done. savingthrowtable - The ResRef of a 2da fiel that contains the saving throw progression for the different levels of this class. You can either use the 2DA file of an existing class, or make your own new 2DA file based on one of the existing ones. skillstable - Column label prefix for the columns in skills.2da to use to determine if skills are class skills for your class, and how the "Recommended" button on the skills screen at levelup would assign skills for your class. You'll need to create two new columns in skills.2da for your class. Again, if you put "NEW" as value in the skillstable column, your new columns would need to have the labels new_class and new_recom. skillpointbase - How many skill points this class is granted each levelup (plus any Intelligence bonus). armorclasscolumn - Name of column in acbonus.2da that determines how much Defense this class gives the character for each level. You'll need to add a new column to acbonus.2da with a column label matching the value you put here. featgain - Column label prefix for the columns to use in featgain.2da to determine the feat progression of this class (i.e. when new feats can be picked at levelup). You'll need to add two new columns for your class unless you want to use the same progression as one of the standard classes. For example, if you type "NEW" in this column, you'd need to add two new columns to featgain.2da named new_reg and new_bon. I don't know if the "bon" column is actually used for something since it has a value of 0 set for all levels for all standard classes, but it's probably best to add it anyway in case the game expects it. Link to comment Share on other sites More sharing options...
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