Difference between revisions of "User:Apolyon6k/Class tutorial extended (Draft)"
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The "Add a new class" tutorial was good to start with but to basic for my taste so I have to create my own tutorial to cover all the aspects of a custom class I need. | The "Add a new class" tutorial was good to start with but to basic for my taste so I have to create my own tutorial to cover all the aspects of a custom class I need. | ||
==The Basics== | ==The Basics== | ||
− | Follow the [[Add_A_New_Class_Tutorial|"Add A New Class" tutorial]]. | + | Follow the [[Add_A_New_Class_Tutorial|"Add A New Class" tutorial]]. After that tutorial you have a new class by name only. You will still have the vanilla abilities, for magic users those are the four "schools"(Creation, Primal, Entropy, Spirit) and for non-magicians there are two-weapon fighting and archery. |
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==Create new abilities== | ==Create new abilities== | ||
There is a tutorial for that out there. | There is a tutorial for that out there. |
Revision as of 09:08, 11 January 2011
This is just a draft, throwing together some ideas. I will flesh it out over time and make a real tutorial out of it...
The "Add a new class" tutorial was good to start with but to basic for my taste so I have to create my own tutorial to cover all the aspects of a custom class I need.
The Basics
Follow the "Add A New Class" tutorial. After that tutorial you have a new class by name only. You will still have the vanilla abilities, for magic users those are the four "schools"(Creation, Primal, Entropy, Spirit) and for non-magicians there are two-weapon fighting and archery.
Create new abilities
There is a tutorial for that out there.
Putting it together
If the new abilities are designed they are put into the AL*your classname*.xls and processed to get the gda. That gda is put into the ...\module\override\ folder and hopefully the game recognises it and you can use your abilites.