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Re: 1e Worldhack
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As a non-C++ programmer, I should be done in a day or two. ;). (Plus or minus a lifetime.) :D:D:D Seriously though, if the ranger issue is just a bug and not an issue that CocoaSpud had never gotten working, we could be going somewhere. For all of the new classes, we will need to add a lot special abilities ot GPDL. I haven't even looked at this part of the code, and I don't think it can be done with the txt files, since DC doesn't really pay that much attention to them. |
Re: 1e Worldhack
In a way, it does seem easier to get illusionists done than any other class (since they are essentially magic-users with different spell/XP/HD tables and different spells).
Monks and assassins will have to have special abilities added somehow. |
Re: 1e Worldhack
I wish I knew more about what I was doing. :) It may be that adding special abilities is the easiest thing to do...
Of course, there is then linking them to the right class at a specific level, which seems harder to me. I can't really conceive an easy way to do Illusionist spells without another flag being added to the editor and databases. That will be a lot of work. |
Re: 1e Worldhack
Ah - Yeah, I don't really know what is going on inside, anyway. :) I hope it is easy, in any case!
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Re: 1e Worldhack
I don't even mind if it's hard, if it's something I can figure out or at least come close enough that I can convince somebody to help me do the last little bit. :)
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Re: 1e Worldhack
This explanation is from my fuzzy memory (which may not be correct) of the 2nd edition illusionist (which might not be what you want).
A lot of the illusionist spells would boil down to simple game mechanics (that may or may not be active at this time). For example, most of the illusionist spells would be a morale check, like audible glamor or phantasmal force. And the more powerful spells could grant a penalty to the check. Some of the higher level spells that make "quatsi-real" creatures would be like summoning spells. Now, to use this against the player(s) outside of combat would require more creativity on the mod designer; but it would be like some of the strange stuff they put in the Goldbox games. An example of this would be the black circle mage who casts a fireball at you and you dispel it. I still haven't figured out if the GPDL scripts let you remove a spell from a characters spell book or not, but I haven't tried DC much lately. :( ST |
Re: 1e Worldhack
We're talking about the 1e illusionist, and to be honest I don't know how different they are from the 2e, but I will get to that part of the book soon enough. :D:D:D
I seem to recall, so this may be faulty, but when you dispel the fireball, you don't lose the spell. I think the game only checked if you had it memorized. |
Re: 1e Worldhack
What would call the project we are working on a 1e/2e hybrid?
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Re: 1e Worldhack
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Re: 1e Worldhack
Illusionists in 2E are simply specialist Mages, they use the same spells and so on. They get the usual 2E specialist benefits for their school of magic. (I have the 2E PHB, so I know this is correct.)
Edit: I looked at the Wizards of the Coast old edition downloads, nearly everything there was 2E. There was not a lot that was useful here, http://www.wizards.com/default.asp?x=dnd/dnd/downloads |
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