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Old 05-21-2008, 12:54 AM   #1
SilentThief
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Roll Eyes Tarlanon requests

During my down time from having no internet I got to playing thinking of various RPGs that I play/played and I like and I was trying to make a list of features I would like to see implemented in DC based upon this and what I would need to make certain mods I have in the "on hold" folder. Also, I dunno why I cannot access sourceforge without windows internet explorer crashing (every time), else I'd request these there. this is two text files I have on this subject (shows my devotion to DC )

So without further ado, (deep breath)
Necessary Changes to DungeonCraft

This is a detailed list of major overhaul changes to DC that I deem necessary. These changes are mainly to the editor. This would require some major changes to the game, however; and I'm not able to do this myself (yet).

---Global Settings---

1) a list box (similar to the items (for sale) selected menu in a shop event) that determines the character classes available in the current saved module. It would default to the standard classes (and include by default a designer only "monster" class) but you could include user-defined classes you create in the classes database. This list would be available for editing under a new classes database.

2) similar to #1 above, but with character races available (and defined under database)

3) under the sounds button, an additional combat death sound file: female death

4) the difficulty settings should be available for testing use in GDPL and logic block

5) a calender should be editable in the global settings, with a length of year setting, name of year/season/month/day editable, lunar cycle settings definable, and even date labelling (for holiday naming). a graphical representation would be even better...

a seasonal-interactive weather system should be definable here, as well (altho I haven't a clue how this should be done). The system should have GPDL and logic block usable function calls to include (for example) dehydration or hypothermia effects as well as setting magical and/or fantastic weather conditions (like an area that has continual rain or even damaging acid rain...).

Counting time and the definitions given to starting and ending time (for daylight) should be included in the calender for length of day. To clairify, the longest period of daylight is in summer, and the shortest daylight in winter; and the days in between could auto-increment between this. There could even be a modification to this with a setting that adds to or subtracts from the daylight hours in the "zones" in a dungeon to include the Earth curvature phenomenon, like where in Alaska they have six months of daylight followed by six months of darkness; or a magical place that always has sunlight (or darkness).


---Database---

6) create a race database. This determines the races that are defined in the editor. These races need not all be playable. You could define a race for purposes of using scripts in GDPL/Logic block for combat purposes (like defining "giant", "demon", or "undead" and then building weapons that they can use and/or that do special attacks versus them).
This database would have to have the features of name, player usable (yes/no?), classes available for use, bonuses and penalties to stats, and other special abilities (elf surprise and dwarf constitution bonus for example) settable for the race.

7) Create a class database. Similar to #6 above, and not all character classes need to be defined as playable. Say you want to do a mod about a thieves guild war in a large city and you want the player to play thieves, assassins, bards, and acrobats only; you should be able to set any of the classes as unavailable for player use. Also, there are some wierd classes listed under some monster descriptions (Githyanki comes to mind), that are not always available to players.
Features of the class database would be a name, requirements (like race, alignment, stats), Hit dice used per level (wizard and wizard subclasses use 1d4/level, for example), bonuses and penalties to stats, special class bonuses and penalties, saving throw tables, the spell book used (defined in the spells database), this would default to "wizard" (magicuser) or "priest" spells; and it would include defining the name and the starting number of the point score for the casting (like PSPs for psionic "spells"), spells (and/or points) acquired per level (specialist wizards get two 1st level spells to cast at their creation, for example)



A PROBLEM WITH USER DEFINED CLASSES AND RACES

due to the logic problems with programming a variable list of items that are available for use defined upon a variable list of classes, you would have to program in a solution. The logic breaKS down when say, for example; you have 20 different classes available to pick from and in the item database, on EVERY item is a definition of each of these classes and if they can use the item or not. If you added another class so there were 21 you would have to re-write the entire items database to account for this new class and its item use. I came up with a couple of answers to this problem:

sequence
mod designers have to set your classes up first, then races (which have class restrictions and thus once you start defining races you cannot add/remove classes), then items due to same problem with defining class-item use during item creation.

-or-

over-all total
(mod designers can create all the different stuff they want with one overall restriction: set number. The editor could have a total number of classes available per module, say (just for example) 30 different classes for example; AND THATS IT. the items DB wouldn't list classes that are not defined by the mod designer during setting class use in item creation, but the item file would include up to the set total of class "slots" (for lack of better term) that would default to unable to use if the mod designer creates another class after making some items.


Neither option is great, but it could work.


8) CHANGES TO SPELL DATABASE
Point system. Allow spells to use a user-named point score for casting (for example, you have a spell that costs 4 points and you can use it over and over until the points run out without resting. This is necessary for Psionic powers).
Allow for user defined caster types. For example, you might want more than just the wizard and priest spells. Say you had some demon forces that let loose a new caster type upon the world, and the spells they cast are of the "chaos" book. you could have a "chaos" caster and then you would define the spells normally but decide to have to define the 1st level chaos spells (unavailable except to the chaos casters), 2nd level chaos spells, ect.

Feature changes to the spell DB would be to add a box for cost of points (named automatically from the definition from the class database. For example you might have PSPs, Mana, or Magic points that are taken away by use of the spell, or none at all), addition of a power check score (again, like Psionics) that lists a character/monster stat with modification (like Intellegence - 2) and a dice listing (like 1d20) to check the score.
There should be some addition to the scripts available to account for the number rolled for the power check (like the psionics handbook had something similar to a critical/fumble check for the psionic abilities which changed the abilities result if you rolled a 20 or a 1 on a d20).

9) CHANGES TO ITEM DATABASE
Have a drop down box (similar to the list of events when adding an event) that lists all of the (defined) classes and whether or not they can equip the item.

give the option of having zero damage but still be a weapon. Give the option of having damage be dealt to a scripted stat (like strength, age, currency, or even quest 24. Any of the scripts available)

Allow for User Defined Special abilities. Even if they have no script associated with them, there should have a blank spot for placement of some additions to special abilities, something like multiple listing of "User Defined X" (X is an assigned number like 1 to 10). Then mod makers could make items with custom scripts. The current ability to alter the special ability scripts breaks down when two different items have different scripts on the same special ability (AFAICT).

10) CHANGES TO THE MONSTER DATABASE
Include (in the FRUA style) character stats that all default to 10 (no bonuses to any combat ability). This way, stat score checks can be done with spells (the enemy creature has to HAVE strength before a weakness spell can penalize strength).

Also, similar to the items DB, the ability for a monster to do zero damage (it defaults to 1d6 if you enter zero), and the ability for a monster attack to attack any scripted stat (ghost aging attack for example).

SCRIPTS

11) $GET_PARTY_DIFFICULTY for testing for difficulty setting in global settings. the value returned could be 1 to 5 representing the 5 levels of difficulty settings in the "alter" option while playing the mod.

12) there should be a way to use a quest value in the combat event, so you could set up a series of combats where you have a choice to flee or give up or else if you keep fighting you encounter more and more enemies (just increment the value of the quest variable).

13) A script to remove party member. this could save an NPC or PC in current state to the save area but take them out of the party until the next training hall. this would allow for separating the party into more than one group.

14) Similar to #12 above, the ability to use quest variables in a teleport event could give mark and recall spell use. Another possibility is scripts that get and set the party location, as in $SET_PARTY_LOCATION(X,Y,Level) or maybe an ability to change entry point coordinates in a level during the game, perhaps as a $LEVEL_STATS_ASL. This would give the mod designer the ability to do mark and recall spell use. These would also be useful in a mod where you break up the party and allow part of the party to go one way in the dungeon and another go another way.

15) A script/event to take items from vault(s). This could be usable for sometime providing for the characters have a "stash" of stuff in thier home base and they get robbed, or perhaps some desperado robs the bank. The best way this could be done would include an option to give to characters the items taken out of the vault.

===========================================

(2nd text file)

--Custom Combat Maps--

Custom combat maps would have to have a map editor all to themselves, that would allow you to create and save the map, and the combat event would have to have a toggle that says something like "use custom map" and "let engine build map" as a choice between the two. If you select "use custom map" then you could pick from a list of map files to load.

How to build a custom map
A custom map would have to have the basic building blocks that a DC-built map would have: open space steps, blocked steps, and reduced movement steps.
However, I propose that we also allow for custom blocks, such as the list defined below

* missle ok/step not (this would be for something like an arrow slit that you could shoot thru but not walk thru
* damage step ("oops, I knew I shouldn't have stepped on those spikes")
* removal step (walk into a sink hole and bye-bye, (temp gone))
* protect step (keep enemy from getting into this step)
* for the sake of what I cannot think up, the logic_block step

And to make this as Unlimited as possible, the best possible way to do this would be to make it like the level editor where you can load in your custom artwork and define the "blockage" level. For example, you could have some "missle ok/step not" blocks that are a ravine; and you are trading arrowfire with enemies on the other side. Likewise, you could have the "removal step" in the event you feel like jumping off the ravine. If you really wanna be mean, give the enemies ranged weapons and the players none; and separate them with "damage steps" that they would have to cross to get to the enemies. And last but not least, Say you are to protect the altar of your religion from enemies and they want to defile the altar, or you have to keep the army of 10,000 soldiers from getting past your army of 300... then you would have an example of the "protect step" that you would have to keep the enemy side from getting on to.

Naturally, the computer controlled characters in combat would avoid the dangerous steps (possibly not if the creature is of high enough morale)

====

Scripts that should be created:

A script that is evaluated at the end of every combat round, that tracks the number of rounds since combat began and has the ability to end the combat when the set number of rounds have passed. It would look like this:

$COMBAT_COUNT_ROUNDS(ROUNDCOUNT, ENDCOUNT)
ROUNDCOUNT is the current number of rounds since combat began
ENDCOUNT is the defined end of combat, if it doesn't end early; and if set to a ridiculously high number (like 10,000) then it would only keep track of how many rounds passed since combat began.
---

similar to the above, a script evaluated at the end of every round that tracks damage done to a specified combatant (be it PC, NPC, or enemy) and ends combat if damage done exceeds the specified amount. It would look like this:

$COMBAT_COUNT_DAMAGE($TargetIndex, Health)
$TargetIndex is already defined script that references an idividual combatant
Health is an integer referencing the HP of the $TargetIndex-ed combatant and if the HP is LOWER than the amount specified, then the combat ends.

====

Now, I understand you're prolly like "I'm only one person, bro!!! Where's the love, man!!!" And its these reasons: that FRUA was awesome to begin with, DC is going to be better, but mostly that I ask a lot (and I mean a lot); that I'm trying to get so I could contribute code towards releases. I am learning thru an online tutorial about C++ and hoping I could join the development team. I'll have to go buy a copy of the SDK eventually and I will poke around in the code then. Till then, you could prolly write a book with my requests alone (I just hope you'll be patient with me and my "I want"-s)

ST
ps, I want to thank you for keeping the development of DC going. Every time a new release comes out we get all happy here
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Last edited by SilentThief; 05-21-2008 at 01:12 AM.
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Old 05-21-2008, 02:26 AM   #2
manikus
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Default Re: Tarlanon requests

Well, I'm not Tarlanon, but I'm still at the computer and thought I might chime in on some of the items in the list.

First, let me say that there are some interesting ideas here for Dungeon Craft 2.0.

#1&2- If we are presumably creating an editor for class and race, I wouldn't think that we would need a separate dynamic menu under global. Also, I wouldn't think we would need class/race that was not usable if we just need a classification, for example, we can already check a box if the monster is a mammal, etc. we could just add new classifications.

#6&7- We already have databases for these things, I presume you mean that we should add an editor for each?
As for the problem you outline, it really isn't much at all. The answer is to have an integrated database where each area has it's own table or tables. This allows you too dynamically update the whole sh-bang. This would just be a matter of switching over to something like MySQL.

#8- If this were in addition to the current system, I say alright, but if it's in lieu of it, I'm not hehind it at all. I like the AD&D magic system.

#9- There is already a menu listing who can/can't use, that uses checkboxes. If we continue to use this method, I think moving to a pup-up dialog would be better than a drop-down, because each time you un/check a selection on the drop-down, it closes up and you have to click on it again.
We can already create an attack which does 0 damage...

#10- FRUA had stats b/c it used the same screen layout for monsters and NPCs. In DC, we have a seperate dialog for NPCs, which allows you to set stats, though the drawback is that you cannot at this time give them the race of "monster".



These are some good ideas, ST. Keep writing things down and learning the c++.

In regards to the scripts- for those that are GPDL related, you can compile the GPDL engine without MFCs so you could work on those without buying special software. Plus, if I recall correctly, a bit of the scripting can be done without programming.
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Old 05-21-2008, 11:27 AM   #3
SilentThief
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Default Re: Tarlanon requests

Quote:
Originally Posted by manikus View Post
Well, I'm not Tarlanon, but I'm still at the computer and thought I might chime in on some of the items in the list.

First, let me say that there are some interesting ideas here for Dungeon Craft 2.0.
By all means, chime away
And as for the designation of 2.0, that is ok. I understand the original "plan" is to mimick FRUA and do any simple feature requests while moving towards FRUA-ness.

Quote:
Originally Posted by manikus View Post
#1&2- If we are presumably creating an editor for class and race, I wouldn't think that we would need a separate dynamic menu under global. Also, I wouldn't think we would need class/race that was not usable if we just need a classification, for example, we can already check a box if the monster is a mammal, etc. we could just add new classifications.
Well, there are so many different ones designated. For example, the druid spell "charm person or mammal", IIRC theres another one for "Charm Animal", "Invisible to undead", "Invisible to insects" (one of my own), "snake charm", look at the oriental dragons and they have "scaly command" to swarm fish at you. I guess that classifications would work just fine, but we should have the ability to make our own as mod designers.

Quote:
Originally Posted by manikus View Post
#6&7- We already have databases for these things, I presume you mean that we should add an editor for each? As for the problem you outline, it really isn't much at all. The answer is to have an integrated database where each area has it's own table or tables. This allows you too dynamically update the whole sh-bang. This would just be a matter of switching over to something like MySQL.

#8- If this were in addition to the current system, I say alright, but if it's in lieu of it, I'm not hehind it at all. I like the AD&D magic system.
Ok, I just like the idea that I spout off about every now and then, Rulesets. You could have the playable characters and NPCs be of the classes designed in the original boxset DnD (where elves were automatically a fighter/magicuser multiclass), or set up custom classes (like the specialty mages and priests of your own mythos with thier own abilities)

As for changing the magic system, I don't want to re-write the system; I just would like to see psionics as a usable feature. If a mod designer does a re-write on the magic, that would be thier choice.

Quote:
Originally Posted by manikus View Post
#9- There is already a menu listing who can/can't use, that uses checkboxes. If we continue to use this method, I think moving to a pup-up dialog would be better than a drop-down, because each time you un/check a selection on the drop-down, it closes up and you have to click on it again. We can already create an attack which does 0 damage...

#10- FRUA had stats b/c it used the same screen layout for monsters and NPCs. In DC, we have a seperate dialog for NPCs, which allows you to set stats, though the drawback is that you cannot at this time give them the race of "monster".
These ideas were just to give a simplified way to have monster only weapons, like players should not be able to throw boulders like giants or use manticore tailspikes. You CAN use clever scripting to remove items the monsters use upon a player readying.

Anyhow, will talk L8r
ST
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Old 05-21-2008, 08:29 PM   #4
Uatu
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Default Re: Tarlanon requests

Hmm - the ability to modify/add classes/races would be nice, for sure - lots of abilities would have to be selectable, though... Among them (from the top of my head) are:

Races:

Infravision/ultravision
Various underground detection skills
Spell-like powers (x times/day)
Skill bonuses (+1 attack vs. specific enemy or with specific weapon)
Ability roll modifiers (+1 STR, maximum 18)
Natural AC (scaly skin for AC 7; worse armor does not enhance this or barely enhances this)
Base movement (6 for little people; swimming rates)

Classes:
Thief skills (full or set, lower numbers or same as thief)
Spell-like powers (x times/day, sometimes selectable; or constant effect)
Resistances/immunities (druid save +2 vs. fire/electricity)
Shapechange (as per druid)
Usable weapons/armor
Bard singing
Assassination

As for psionics - yeh, that would be very cool However, there are 3 different systems for psionics in AD&D (1st edition, 2nd edition (first), 2nd edition (second)) - which one do we want? I would guess that doing the 1st one would be nice (going along with the FRUA idea)... 1e psionics are not class-based, however (lucky PCs just gained abilities sometimes).
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Old 05-21-2008, 08:43 PM   #5
manikus
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Default Re: Tarlanon requests

There are some funky icons at FRUA depicting characters using psionic abilities. Imagine the possibilities.
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Old 05-21-2008, 08:56 PM   #6
Uatu
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Default Re: Tarlanon requests

But... you shouldn't be able to SEE psionic blasts or whatever...
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Old 05-21-2008, 09:16 PM   #7
manikus
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Default Re: Tarlanon requests

The icons I'm thinking of were for the body manipulation type powers, eg normal-sized ready, giant-sized attack; normal looking ready, stretched-out attack; same PC but with some animal features, etc.
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Old 05-21-2008, 09:42 PM   #8
Uatu
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Default Re: Tarlanon requests

Hmm - sounds interesting! Could you switch icons in FRUA for shapechanging, etc.?
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Old 05-21-2008, 09:52 PM   #9
manikus
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Default Re: Tarlanon requests

I don't recall ever doing it, but that doesn't mean it can't be done (with one of the many hacks most likely). I'm actually pretty sure that you couldn't with just FRUA...

This would definitely be something to look into.
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Old 05-21-2008, 10:00 PM   #10
Uatu
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Default Re: Tarlanon requests

Well, I've not done any shape-changing icons because we can't do it right now in DC... If we gain the functionality...
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