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Posted

How does one go about changing the abilities of one subclass, specifically to replace them with those of another? I'd like to give a Priests of Eothas the bonus spells of a Priest of Wael - how can I do that?

If I'm typing in red, it means I'm being sarcastic. But not this time.

Dark green, on the other hand, is for jokes and irony in general.

Posted (edited)

In this case you only need to change the ability list in the progressiontable gamedatabundle.

Search the ability you want to give to Eothas, something like "Wael Arcane Veil".
Copy and paste the entire {...} scope and focus on the conditionals.

You have 2, the first decide the pre-condition you need in order to get the ability. The second one, the visibility in the preview panel.

The "parameters" is what the function is going to check, in this case is the ID of the subclass you want to give the ability, wael subclass has id: "8c7fc1e3-a0e5-42e9-ab34-d839868b4165".

Replace it, in both cases, with Eothas ID: "5c8495ce-a6ba-4728-bcde-97cc5b5162d3".

Is not enough, meanwhile the "FunctionHash" is the same, the "ParameterHash" isn't, you need to change it to "1647231554".

If you don't want to search again, just put 0, the game will do it for you.

 

Other values can be changed but only if you want to give the spell at a different level, or a new spell.

"Category": "Subclass",                        <- which panel to appear, Subclass means at the first column to the left of the preview panel;
"UnlockStyle": "AutoGrant",                  <- give for free;

"AddAbilityID": "cb2b16bd-3e6f-45a6-a65c-499ea1809695",   <- ability ID, if you give a spell of a different class, you need to create another ability with the reference to the priest idclass;

 

"PowerLevelRequirement": {
                        "ClassID": "f7cb46af-a719-41c0-9a53-107eefdbce2b",        <- Priest ID class;
                        "MinimumPowerLevel": 3                                                      <- when autogranted;
 },

Beware to change the when autogranted, if you copypaste a level 1 ability and you decide to autogrant at level 3, for example, you need to upgrade the ability because of power level change. Better to copy the ability, create a new one with everything the same, besides a new unique id, and the value: "AbilityLevel": 3.

{
				"Note": "PL 9 Auto Grant - Eothas - Blessing of Wael",
				"Category": "Subclass",
				"UnlockStyle": "AutoGrant",
				"ActivationObject": "Self",
				"AddAbilityID": "5ce9eb52-4c1c-4b58-9e3f-3478fbef51fb",
				"RemoveAbilityID": "00000000-0000-0000-0000-000000000000",
				"Prerequisites": {
					"MinimumCharacterLevel": 1,
					"PowerLevelRequirement": {
						"ClassID": "f7cb46af-a719-41c0-9a53-107eefdbce2b",
						"MinimumPowerLevel": 9
					},
					"RequiresAbilityID": "00000000-0000-0000-0000-000000000000",
					"Conditional": {
						"Operator": 0,
						"Components": [{
							"$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats",
							"Data": {
								"FullName": "Boolean ProgressionTableIsSubclass(Guid)",
								"Parameters": ["5c8495ce-a6ba-4728-bcde-97cc5b5162d3"],
								"Flags": "",
								"UnrealCall": "",
								"FunctionHash": 1231916529,
								"ParameterHash": 1647231554
							},
							"Not": false,
							"Operator": 0
						}]
					},
					"VisibilityConditional": {
						"Operator": 0,
						"Components": [{
							"$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats",
							"Data": {
								"FullName": "Boolean ProgressionTableIsSubclass(Guid)",
								"Parameters": ["5c8495ce-a6ba-4728-bcde-97cc5b5162d3"],
								"Flags": "",
								"UnrealCall": "",
								"FunctionHash": 1231916529,
								"ParameterHash": 1647231554
							},
							"Not": false,
							"Operator": 0
						}]
					},
					"IsMutuallyExclusiveUpgrade": "true"
				}
			},

There's another problem, in this way you're going to give two autogranted spells at the same level X.

To exclude one just add this conditionals:

					"Conditional": {
						"Operator": 0,
						"Components": [{
							"$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats",
							"Data": {
								"FullName": "Boolean AlwaysTrue()",
								"Parameters": [],
								"Flags": "",
								"UnrealCall": "",
								"FunctionHash": 1231916529,
								"ParameterHash": 0
							},
							"Not": true,
							"Operator": 0
						}]
					},
					"VisibilityConditional": {
						"Operator": 0,
						"Components": [{
							"$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats",
							"Data": {
								"FullName": "Boolean AlwaysTrue()",
								"Parameters": [],
								"Flags": "",
								"UnrealCall": "",
								"FunctionHash": 1231916529,
								"ParameterHash": 0
							},
							"Not": true,
							"Operator": 0
						}]
					},
Edited by mammasaura
  • Like 1

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Posted

Thanks for the reply!

 

Another question: will this change NPCs, or only player-controlled characters?

If I'm typing in red, it means I'm being sarcastic. But not this time.

Dark green, on the other hand, is for jokes and irony in general.

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