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#1 |
Elminster
![]() Join Date: March 20, 2001
Location: Hampshire, England
Age: 52
Posts: 428
|
Great update, CocoaSpud!
![]() I've been looking forward to this one, mainly due to the seperate monster attacks. I feel a little churlish in asking, but: what happened to the monsters casting spells? ------------------ Hey! Like RPGs? See the DungeonCraft - RPG Game Maker on the Ironworks Gaming Forum |
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#2 |
Elite Waterdeep Guard
![]() Join Date: May 22, 2001
Location: Germany
Posts: 31
|
What about special attacks for monsters owl bear hug or medusa gaze attack and so on.
It would be nice to have a solution like the normal attacks, so you could give a monster different special attacks perhaps with a percentage value then a special attack is happening or something like that. I hope there will be special attacks for monsters mummy rott, rust monster attacks which affects armor and weapon and so on. Dungeoncraft is really an awesome programm once the magic stuff, and combat system is finished it will be the programm i have always wished for. I had hoped that the old FRUA would give one such a freedom in creating my own modules, but with DC the wish seemed to become at last true. Thanks Cocaspud. |
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#3 |
Symbol of Cyric
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Hello Grunt, and thanks for the response to my last post. In the days of FRUA, there was a way to hack the combat priority (if I remember the correct name) that would allow altering the "fake-AI". This allowed the monsters to use certain attacks first (like dragons breathing first), and for the summoning spell (which without hacks NO monster would use, at all) to be used. Now i didn't get into hacking the game at all, so I don't know how that worked but your idea of a percentile sounds like the explanation I read about the combat priorities. Dunno if that helps at all, but It seems like you could do a d100 check vrs combat options, with the more used or more likely attack having higher percent.
SilentThief |
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#4 |
Zhentarim Guard
![]() Join Date: March 15, 2001
Location: Melbourne, FL, USA
Posts: 375
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I think the owl bear hug can be done now? Set the attack dice to whatever it's supposed to be, and use the text 'hugs' for the attack text. Maybe I'm forgetting something about that particular attack though.
Good idea about the percentile dice for attacks. If the percentile roll fails for an attack, then the next available attack will be used. Probably at least one of the attacks should have a 100% chance to happen or else the monster may do nothing if all rolls fail. The Medusa gaze, and other special attacks and/or spells used will be added eventually. I want to get the non-combat magic working properly before introducing it to combat. As you can tell from some of the messages, I still have some work to do on non-combat magic. ------------------ CocoaSpud Dungeon Craft Development Team http://uaf.sourceforge.net |
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#5 |
Elite Waterdeep Guard
![]() Join Date: May 22, 2001
Location: Germany
Posts: 31
|
Hello Cocaspud,
the owl bear hug is a special attack which prevent the character from moving away. The character can't move away from the owl bear because he is hugged by the bear. Thanks for your great work grunt. |
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#6 |
Zhentarim Guard
![]() Join Date: March 15, 2001
Location: Melbourne, FL, USA
Posts: 375
|
I see. Since immobilizing a character requires access to the magic code that part will have to wait until I can get that stuff working in combat.
__________________
CocoaSpud<br />Dungeon Craft Development Team<br /> [url]\"http://uaf.sourceforge.net\" target=\"_blank\">http://uaf.sourceforge.net</a> |
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