Difference between revisions of "My first: Character creation class"
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==== Preset breakdown ==== | ==== Preset breakdown ==== | ||
Now that we've loaded our class preset let's take a look at the most important properties | Now that we've loaded our class preset let's take a look at the most important properties | ||
− | ===== Class | + | ===== Class Name ===== |
− | This | + | The name of the class which is displayed to the user. The '''handle''' property is set to '''ls::TranslatedStringRepository::s_HandleUnknown''' by default in order to signal that this string has not been localized for other languages yet. |
+ | |||
+ | ===== Class Type ===== | ||
+ | This is the string which is used by code in order to identify the class with its unique type. IT doesn't need to be the same as the '''Class Name''', but it is nice to be similar for readability's sake. | ||
+ | |||
+ | ===== Skill Set ===== | ||
+ | This is the skill set name which this preset is assigned by default (the skill set must be defined in the data). |
Revision as of 13:18, 11 September 2017
Getting started
The Divinity Engine uses XML style file presets in order to load in the available classes during character creation. This data driven approach allows us to define custom presets in character creation in the blink of an eye. The first thing you need to know when creating your first character creation class is the location of the preset files. You can find those located inside : YourMod/CharacterCreation/ClassPresets (If the directory doesn't exist, you can just create it yourself).
Once you find or create the directory inside of your mod, you can just place the provided template file - - inside of it. If you load up character creation now and cycle through the presets, you should be able to see something like the following:Preset breakdown
Now that we've loaded our class preset let's take a look at the most important properties
Class Name
The name of the class which is displayed to the user. The handle property is set to ls::TranslatedStringRepository::s_HandleUnknown by default in order to signal that this string has not been localized for other languages yet.
Class Type
This is the string which is used by code in order to identify the class with its unique type. IT doesn't need to be the same as the Class Name, but it is nice to be similar for readability's sake.
Skill Set
This is the skill set name which this preset is assigned by default (the skill set must be defined in the data).