Add A New Class Tutorial

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Revision as of 13:05, 1 February 2010 by Eshme (Talk | contribs) (Editing the 2das)

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Editing the 2das

You will need to edit the following 2DA's.

Open up 2da_base.xls

Add the following to the end of M2DA_base TAB

ID above 100000 ALShaman_default ALShaman_default

Now SAVE your file

Open up guitypes.xls

At bottom of list paste this:

ID Label StringId Ability ProgressBar CombatTraining SpecialGraphic TintColor Orphanage Flags BlendTree
500 Class: Shaman 8000000 5000 0 0 1 0x9B0F00 0 0 ****

Now SAVE your file

Open up CLA_base.xls

Paste this AFTER line 3: (Move all down 1)

4 Shaman 8000000 8000001 **** 8000002 8000003 classico_spirithealer CLASS_Shaman 2 95 1 100 5 2 2 2 2 2 0 0 0 55 50 1 5 1 3 0.3 4035 **** 1 Shaman ****

Now SAVE your file

Arrowblue.png - 2DA
- 2DA base.xls
- Guitypes.xls
- CLA base.xls

Open up background.xls

On backgrounds tab: You need to insert a section between mage and skill 1, see screenshot

Background.jpg


On background_defaults there are several section you need to note here regarding the screenshot:

Class tut bgdef.jpg

How the ID's work, 1 = dwarf, 4 = shaman, 5 = noble, the rest of the pattern is easy.

On lines 12,15,17,19 you need to add these in. What I recommend is just copying these lines

10 ==> 12
13 ==> 15
16 ==> 17
18 ==> 19

The template string is the default_shaman.utc you will need to create in the toolset later on for these to have a base model The Ability is the starting ability tied to this class, in my case it just references a different one then what you will have

On chargen_preload there are several section you need to note here regarding the screenshot:

Class tut chardef.jpg

These ID's must match what is on the background_defaults otherwise the game WILL crash.

Now SAVE your file

Arrowblue.png - 2DA
- Background.xls

Open up abi_base.xls

in the ABI_Base tab add the following to the bottom of the list

There are several columns that very are important

abilitytype - define what type of ability. melee, spell, skill etc..---> links with abilitytype.xls

prereqability - defines what is needed to have this ability. To add a new class these need to be changed on existing classes.

guitypes - referenced what class this links too ---> links with guitypes.xls


AFTER LINE 119 ==> 4034 HIDDEN_DOG insert a new row and put in the following

5000 HIDDEN_SHAMAN 0 0 380405 330716 hidden 2 0 0 0 0 0 0 0 1 0 0 12 0 0 0 0 3 1.5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 7 0 2 33 0 0 0 0

Add the bottom paste these

300000 HEROIC_OFFENSE2 380003 379523 367458 379231 spl_ico_heroic_offense 2 1 0 0 0 20 0 5000 0 0 0 500 3 0 3 1 4 spell_singletarget.ncs 5 90215 244 247 0 0 2 0 0 0 0 0 0 90109 128 1 7 0 2 33 0 0 0 0
300001 HEROIC_AURA2 380000 379520 367458 379214 spl_ico_heroic_aura 2 1 0 0 0 30 0 300000 0 4 15 500 3 0 3 1 4 spell_singletarget.ncs 5 90213 244 247 0 0 0 0 0 0 0 0 0 90110 128 1 7 0 2 33 0 0 0 0
300002 HEROIC_DEFENSE2 380001 379521 367458 379256 spl_ico_heroic_defense 2 1 0 0 0 40 0 300001 0 4 20 500 3 0 3 1 4 spell_singletarget.ncs 10 90214 244 247 0 0 2 0 0 0 0 0 0 90111 128 1 7 0 2 33 0 0 0 0
300003 HASTE2 380005 379525 398957 379229 spl_ico_agility 2 0 0 0 0 0 60 300002 0 4 30 500 1 1 18 1 2 spell_modal.ncs 30 90216 244 247 0 0 2 0 0 0 0 0 0 90112 192 1 7 0 2 33 0 0 0 10

NOW HERE IS THE TRICKY PART, MAKE SURE YOU DO THIS RIGHT OR KISS YOUR MODULE GOODBYE

HIGHLIGHT LINE 3 ALL THE WAY DOWN TO 558 (BOTTOM OF THE WORKSHEET)

NOW GOTO DATA --> SORT BY COLUMN S (guitypes) Now they should all be sorted by guitype

Now we need to seperate the mage spells from our new shaman spells.

For guitype spells 1-4, you need to look at the prereqability section for these spells, for those that have 0, replace with 4023 This will make these appear only on the mage from now on. (Which means we need to make seperate skills for our new class) Ok this will now prevent duplicate of skills

HIGHLIGHT LINE 3 ALL THE WAY DOWN TO 558 (BOTTOM OF THE WORKSHEET)

NOW GOTO DATA --> SORT BY COLUMN A (ID) Now we are back to normal


Now goto passive_abilities

Paste the following at the bottom of the list

9000 HIDDEN_SHAMAN 1 2 4 2 6 1 str +2,mag +2,con +1

Now SAVE your file :)

Arrowblue.png - 2DA
- ABI base.xls

Open up ALShaman_default.xls

Should look like this

Class tut alshaman.jpg

Arrowblue.png - 2DA
- ALWizard_Default.xls

Converting the files from 2DA to GDA

Create a directory called 2DA on C:, inside that dir create one called override.

In your C:\2da put the following files:

Also: ExcelProcessor.exe from the tool converter in your toolset section.

Next you need to make a batch file to run to convert these. Simply open notepad, copy and paste below and save as convert.bat

C:\2DA\ExcelProcessor.exe 2DA_base.xls -outdir=C:\2DA\override\
C:\2DA\ExcelProcessor.exe background.xls -outdir=C:\2DA\override\
C:\2DA\ExcelProcessor.exe CLA_base.xls -outdir=C:\2DA\override\
C:\2DA\ExcelProcessor.exe ALShaman_Default.xls -outdir=C:\2DA\override\
C:\2DA\ExcelProcessor.exe guitypes.xls -outdir=C:\2DA\override\
C:\2DA\ExcelProcessor.exe ABI_base.xls -outdir=C:\2DA\override\

NOTE: YOU MAY NEED TO "RUN AS ADMINISTRATOR" CONVERT.BAT IN VISTA / W7

VOILA YOU NOW HAVE YOUR GDA FILES FOR THE MODULE

Creating a module

Now we begin editing inside the toolset

Create a new module, similiar to the picture below

MAKE SURE YOUR STRING SETS GO FROM IN BETWEEN 8,000,000 - 8,300,000 IF IT GOES ABOVE THAT RANGE THE STRINGS WILL NOT WORK.BIOWARE HAS ALREADY POSTED ABOUT THIS SQL PROBLEM

Class tut module1.jpg

After making it go back to the module screen and select heirarchy and make sure single player is checked

Class tut hier.jpg

Now that your module is created we need to add the appropriate GDA to the override section.

look in name/mydocuments/bioware/dragonage/addins/modulename

Put these GDA files in: name/mydocuments/bioware/dragonage/addins/modulename/core/override directory

Editing the scripts

You now need to edit some scripts.

Edit the 2da_constants_h file

find the 2da_constants_h file under Core scripts

right click on 2DA_CONSTANTS_H, select CHECK OUT

Go down to the following sections and edit it like below:

const int ABILITY_TALENT_HIDDEN_DUELIST = 4030;
const int ABILITY_TALENT_HIDDEN_RANGER = 4029;
const int ABILITY_TALENT_HIDDEN_REAVER = 4019;
const int ABILITY_TALENT_HIDDEN_ROGUE = 4020;
const int ABILITY_TALENT_HIDDEN_SHALE = 4033;
const int ABILITY_TALENT_HIDDEN_TEMPLAR = 4021;
const int ABILITY_TALENT_HIDDEN_WARRIOR = 4022;
const int ABILITY_TALENT_HIDDEN_SHAMAN = 5000;
const int ABILITY_TALENT_HURLOCK_PROPERTIES = 90080;
const int ABILITY_TALENT_INDOMITABLE = 28;

and

//Class Constants
const int CLASS_WARRIOR = 1;
const int CLASS_WIZARD = 2;
const int CLASS_ROGUE = 3;
const int CLASS_SHAMAN = 4;
const int CLASS_SHAPESHIFTER = 5;
const int CLASS_SPIRITHEALER = 6;
const int CLASS_CHAMPION = 7;
const int CLASS_TEMPLAR = 8;
const int CLASS_BERSERKER = 9;
const int CLASS_REAVER = 10;
const int CLASS_ARCANE_WARRIOR = 11;
const int CLASS_ASSASSIN = 12;
const int CLASS_BLOOD_MAGE = 13;
const int CLASS_BARD = 14;
const int CLASS_RANGER = 15;
const int CLASS_DUELIST = 16;
const int CLASS_SHALE = 17;
const int CLASS_DOG = 18;
const int CLASS_MONSTER_ANIMAL = 19;

Afterwards on top select SAVE then CHECK IN

Now at the top and click "EXPORT WITHOUT DEPENDENT RESOURCES"


Edit the sys_chargen_h file

Find the sys_chargen_h file under _Systems ==> _Includes

right click on sys_chargen_h, select CHECK OUT

Go down to the starting skills section and edit it like below:

    // -------------------------------------------------------------------------
    // Starting Skills
    // -------------------------------------------------------------------------
    if (nClass == CLASS_WARRIOR)
    {
        _AddAbility(oChar, 100100);
    }
    else if (nClass == CLASS_ROGUE)
    {
        _AddAbility(oChar, ABILITY_SKILL_POISON_1);
    }
    else if (nClass == CLASS_WIZARD)
    {
        _AddAbility(oChar, ABILITY_SKILL_HERBALISM_1);
    }
    else if (nClass == CLASS_SHAMAN)
    {
        _AddAbility(oChar, ABILITY_SKILL_HERBALISM_1);
    }
}

Next goto starting ability

        // ---------------------------------------------------------------------
        // Load the starting ability for the background
        // ---------------------------------------------------------------------
        int nAbility = GetM2DAInt(TABLE_STARTING_EQUIPMENT,"Ability", nIdx);
        _AddAbility(oCreature, nAbility);
 
    }
    else
    {
        string sTemplate = "default_player.utc";
        switch (nClass)
        {
            case CLASS_WARRIOR: sTemplate = "default_warrior.utc";
                break;
            case CLASS_ROGUE:   sTemplate = "default_rogue.utc";
                break;
            case CLASS_WIZARD:  sTemplate = "default_wizard.utc";
                break;
            case CLASS_SHAMAN:  sTemplate = "default_shaman.utc";
                break;
        }
 
        LoadItemsFromTemplate(oCreature, sTemplate, TRUE);
    }
}

Afterwards on top select SAVE then CHECK IN

Now at the top and click "EXPORT WITHOUT DEPENDENT RESOURCES"

Edit the sys_chargen file

Find the sys_chargen ==> under _Systems

right click on sys_chargen, select Duplicate; name the file something like wd_sys_chargen.

Change this line:

const int MAX_CLASS_INDEX = 4; // Last index of available base classes in cla_base.

This value does not have to be limited to the minimum number of base classes in the file; it simply has to be higher than the default value.

Go down to the special handling section and edit it like below:

// special handling for aluvian
                if (nQuickStart == 0 )
                {
                    Log_Trace(LOG_CHANNEL_CHARACTER,"sys_chargen","Setting default values for player character");
 
                    int nRandClass = abs((GetLowResTimer()%3)+1);
 
                    if(nRandClass == CLASS_ROGUE || nRandClass == CLASS_WARRIOR || nRandClass == CLASS_SHAMAN)
                    {
                        _RunChargen(RACE_HUMAN, nRandClass, oChar, BACKGROUND_NOBLE );
                        WR_SetPlotFlag(PLT_GEN00PT_BACKGROUNDS, GEN_BACK_HUMAN_NOBLE, TRUE);
                    }
                    else // mage
                    {
                        _RunChargen(RACE_HUMAN, nRandClass, oChar, BACKGROUND_MAGI );
                        WR_SetPlotFlag(PLT_GEN00PT_BACKGROUNDS, GEN_BACK_CIRCLE, TRUE);
                    }
 
 
                    Chargen_SetNumTactics(oChar);
                    SetCanLevelUp(oChar,Chargen_HasPointsToSpend(oChar));
 
                    SendEventModuleChargenDone("", "");
 
                }

next go down to the tactics sections and add the following:

                // associate some tactics preset table
                int nPresetTable;
                if(GetCreatureCoreClass(oChar) == CLASS_WARRIOR)
                    nPresetTable = 1; // tank
                else if(GetCreatureCoreClass(oChar) == CLASS_ROGUE)
                    nPresetTable = 2; // damage dealer
                else if(GetCreatureCoreClass(oChar) == CLASS_SHAMAN)
                    nPresetTable = 1; // damage dealer
                else // mage
                    nPresetTable = 5; // nuker

Afterwards on top select SAVE then CHECK IN

Now at the top and click "EXPORT WITHOUT DEPENDENT RESOURCES"


Create the module script

Create a new script and give it a descriptive name like "loadscript". This script will intercept the Chargen events and redirect them to the custom version of the sys_chargen script you just created. It can also be used to intercept other events if you want to alter other things or add items to a newly created character's inventory.

#include "utility_h"
#include "wrappers_h"
#include "events_h"
void main()
{
    event ev   = GetCurrentEvent();
    int nEvent = GetEventType(ev);
    Log_Events("", ev);
    switch (nEvent)
    {
 
        default:
        {
            // -----------------------------------------------------------------
            // Handle character generation events sent by the engine.
            // -----------------------------------------------------------------
            if ((nEvent >= EVENT_TYPE_CHARGEN_START && nEvent <= EVENT_TYPE_CHARGEN_END) || nEvent == EVENT_TYPE_PLAYERLEVELUP )
            {
                HandleEvent(ev, R"ld_sys_chargen.ncs");
            }
            else
            {
                Log_Trace(LOG_CHANNEL_EVENTS, GetCurrentScriptName(), Log_GetEventNameById(nEvent) + " (" + ToString(nEvent) + ") *** Unhandled event ***");
            }
            break;
        }
    }
}

Afterwards on top select SAVE then CHECK IN

Now at the top and click "EXPORT WITHOUT DEPENDENT RESOURCES"

Creating the UTC template file

Back in the toolset we need to do the following:

Click on the "creature tab" (red head icon)

Right click on default_mage ==> duplicate Do like the following:

Class tut dfs1.jpg

Now we need to edit the values and give them some armor and weapons, like so:

Class: Shaman (from dropdown) Name: Default Male Shaman

Class tut dfs2.jpg

Now at the top and click SAVE ==> CHECK IN

Now at the top and click "EXPORT WITHOUT DEPENDENT RESOURCES"

Creating some strings

Start the String editor and right click and insert.

You will be setting up like this

Table = module talk base
Owner = module name
TYPE = GUI
8000000 - Shaman
8000001 - Shamans
8000002 - Shamans commune with spirits to get thier other worldly powers.
8000004 - Shaman
8000005 - Shaman Male Name
8000006 - Shaman Female Name

When all is said close string editor

Putting it all together

Up on top ON THE EXPORT TAB

"EXPORT WITHOUT DEPENDENT RESOURCES"

"GENERATE MODULE XML"

"GENERATE MANIFEST XML"

"EXPORT TALK TABLE"

Cleaning up

DON'T SKIP THIS PART


Delete all files in the name/mydocuments/bioware/dragonage/packages/core/override/toolset; these are not needed.

Trying it out

Start up your game (It may take a min) and start a new game.

  • WARNING* IF ANYTHING HAS GONE WRONG HERE YOUR GAME WILL BE SEVERELY DAMAGED

Select MALE ==> HUMAN ==> SHAMAN ==> MAGI

YOU SHOULD SEE YOUR NEW CHARACTER

IF SOMETHING HAPPENED QUIT AND DOUBLE CHECK YOUR STEPS

Make sure you did not miss ANY ";" or "{ }" as a single one of these missed can destroy the game.

Troubleshooting

MY SPELLS ARE NOT SHOWING UP IN THE CREATION SCREEN, HELP!!

  • You may not have sort your ability file back to ID. It has to be sorted by ID in order to show up.
  • You may not have assigned the new abilities to your new class "5000" in the prereqability column

MY MODEL IS NOT SHOWING UP WHEN I GOTO MALE ==> HUMAN ==> SHAMAN ==> MAGI

  • It is very likely you did not EXPORT your default_shaman.utc model
  • Double check the background file to make sure you are using default_shaman.utc for the template
  • Try rebooting your computer.