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Old 05-10-2010, 04:27 PM   #16
manikus
Jack Burton
 

Join Date: July 13, 2001
Location: Stumptown
Age: 53
Posts: 5,444
Default Re: A question (also what I've been up 2)

Wow, what a lively little group y'all are.

I really, really, really want DC to be able to do this...
But, it's not a priority before version 1.0 comes out.

With that being said, I mentioned a way earlier in this thread that this might work now. I say might b/c I haven't tried it, as this isn't my thing at the moment... But, I think you can definitely work this with pre-generated characters - it is very easy to give specific Special Abilities to specific PCs/NPCs.

As the SA scripter, I don't think the problem is with scripting as we can already assign scripts to the race/baseclass/class files. The issue is that DC has a set number of classes and while you can rename them, the editor still treats them the same way because they are hard-coded still. You can add extra classes, and they appear at the end of the list, but the editor/engine does not look at the info in the txt file. If you replace an existing class with another, DC still gives this class the same THAC0 and saving throws, etc, regardless of what the txt files says.

I guess I'm kind of a parade-rainer-oner, but my idea might still work quite adequately. All I can say is that after version 1.0 comes out and we're looking to add features, this is very high on the list (or will be when I get around to prioritizing the list).
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