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Old 09-14-2001, 08:29 AM   #1
Grunt
Elite Waterdeep Guard
 

Join Date: May 22, 2001
Location: Germany
Posts: 31
Hello Cocaspud,

i think i have found several Bugs in the Version 7.30.
My Cleric can't cast any spells not in Camp mode nor in combat mode.
The clerical spells you have in your new version have some scripts, but i got always the an error message that the syntax is not valid.
By the way i think there is an error in the cure light and cure moderate wounds spell. The spells are cumulative and there is no upper limit, but with a cure spell you can't get more than your max. hitpoints.
I think we need character attributes for the max. strength, hitpoints and so on to create spells which are working correctly.
For the spell turn stone to flesh, i think there must be a script which checks if the character is petrified otherwise you could use the spell to raise dead characters.

I am getting an error message about an invalid menu state, when i am choosing in a Fight the END command.

When you are working on the spells, it would be great if there would be a way to say to which school of magic a spell belonged, the same for the clerical spheres.

At last some information about bonuses for races and attributes in AD&D 2eDwarf

Dwarf Con +1, Cha -1
Elf Dex +1, Con -1
Gnome Int +1, Wis -1
Half-elf no adjustments
Halfling Dex +1, Str -1
Human no adjustments

Possible Classes for each Race
Dwarf F, C, T, F/T, F/C
Elf F, R, M, C, T, F/M, F/T, M/T, F/M/T
Gnome F, I, C, T, F/C, F/I, F/T, C/I, C/T, I/T
Half-elf F, R, M, C, D, T, B, F/C, F/T, F/D, F/M, C/R, C/M, T/M, F/M/C, F/M/T
Halfling F, C, T, F/T
Human F, P, R, M, I, C, D, T, B

Hitpoint Dice for each Class

Warrior 1d10
Priest 1d8
Rogue 1d6
Mage 1d4

Bonus for Strength

Ability Hit Dmg. WeightMax. Open Bend Bars/
Score Prob. Adj. Allow. Press Doors Lift Gates Notes
1 -5 -4 1 3 1 0%
2 -3 -2 1 5 1 0%
3 -3 -1 5 10 2 0%
4-5 -2 -1 10 25 3 0%
6-7 -1 None 20 55 4 0%
8-9 Normal None 35 90 5 1%
10-11 Normal None 40 115 6 2%
12-13 Normal None 45 140 7 4%
14-15 Normal None 55 170 8 7%
16 Normal +1 70 195 9 10%
17 +1 +1 85 220 10 13%
18 +1 +2 110 255 11 16%
18/01-50 +1 +3 135 280 12 20%
18/51-75 +2 +3 160 305 13 25%
18/76-90 +2 +4 185 330 14 30%
18/91-99 +2 +5 235 380 15(3) 35%
18/00 +3 +6 335 480 16(6) 40%
19 +3 +7 485 640 16(8) 50% Hill Giant
20 +3 +8 535 700 17(10) 60% Stone Giant
21 +4 +9 635 810 17(12) 70% Frost Giant
22 +4 +10 785 970 114) 80% Fire Giant
23 +5 +11 935 1,130 116) 90% Cloud Giant
24 +6 +12 1,235 1,440 19(17) 95% Storm Giant
25 +7 +14 1,535 1,750 19(18) 99% Titan

Bonus for Dexterity
Missile
Ability Reaction Attack Defensive
Score Adj. Adj. Adj.
1 -6 -6 +5
2 -4 -4 +5
3 -3 -3 +4
4 -2 -2 +3
5 -1 -1 +2
6 0 0 +1
7 0 0 0
8 0 0 0
9 0 0 0
10-14 0 0 0
15 0 0 -1
16 +1 +1 -2
17 +2 +2 -3
18 +2 +2 -4
19 +3 +3 -4
20 +3 +3 -4
21 +4 +4 -5
22 +4 +4 -5
23 +4 +4 -5
24 +5 +5 -6
25 +5 +5 -6

Bonus for ConstitutionAbility Hit Point System Resurrection Poison
Score Adjustment Shock Survival Save Regeneration
1 -3 25% 30% -2 Nil
2 -2 30% 35% -1 Nil
3 -2 35% 40% 0 Nil
4 -1 40% 45% 0 Nil
5 -1 45% 50% 0 Nil
6 -1 50% 55% 0 Nil
7 0 55% 60% 0 Nil
8 0 60% 65% 0 Nil
9 0 65% 70% 0 Nil
10 0 70% 75% 0 Nil
11 0 75% 80% 0 Nil
12 0 80% 85% 0 Nil
13 0 85% 90% 0 Nil
14 0 88% 92% 0 Nil
15 +1 90% 94% 0 Nil
16 +2 95% 96% 0 Nil
17 +2 (+3)* 97% 98% 0 Nil
18 +2 (+4)* 99% 100% 0 Nil
19 +2 (+5)* 99% 100% +1 Nil
20 +2 (+5)** 99% 100% +1 1/6 turns
21 +2 (+6)*** 99% 100% +2 1/5 turns
22 +2 (+6)*** 99% 100% +2 1/4 turns
23 +2 (+6)**** 99% 100% +3 1/3 turns
24 +2 (+7)**** 99% 100% +3 1/2 turns
25 +2 (+7)**** 100% 100% +4 1/1 turn
* Parenthetical bonus applies to warriors only. All other classes receive maximum bonus of +2 per die.
** All 1s rolled for Hit Dice are automatically considered 2s.
*** All 1s and 2s rolled for Hit Dice are automatically considered 3s.
**** All 1s, 2s, and 3s rolled for Hit Dice are automatically considered 4s.


Bonus for IntelligenceIntelligence

Ability # of Spell Chance to Max. # of Illusion
Score Lang. Level Learn Spell Spells/Level Immunity
1 0* -- -- -- --
2 1 -- -- -- --
3 1 -- -- -- --
4 1 -- -- -- --
5 1 -- -- -- --
6 1 -- -- -- --
7 1 -- -- -- --
8 1 -- -- -- --
9 2 4th 35% 6 --
10 2 5th 40% 7 --
11 2 5th 45% 7 --
12 3 6th 50% 7 --
13 3 6th 55% 9 --
14 4 7th 60% 9 --
15 4 7th 65% 11 --
16 5 8th 70% 11 --
17 6 8th 75% 14 --
18 7 9th 85% 18 --
19 8 9th 95% All 1st-level
20 9 9th 96% All 2nd-level
21 10 9th 97% All 3rd-level
22 11 9th 98% All 4th-level
23 12 9th 99% All 5th-level
24 15 9th 100% All 6th-level
25 20 9th 100% All 7th-level

* While unable to speak a language, the character can still communicate by grunts and gestures.

Bonus for Wisdom

Magical Chance
Ability Defense Bonus of Spell Spell
Score Adjustment Spells Failure Immunity
1 -6 -- 80% --
2 -4 -- 60% --
3 -3 -- 50% --
4 -2 -- 45% --
5 -1 -- 40% --
6 -1 -- 35% --
7 -1 -- 30% --
8 0 -- 25% --
9 0 0 20% --
10 0 0 15% --
11 0 0 10% --
12 0 0 5% --
13 0 1st 0% --
14 0 1st 0% --
15 +1 2nd 0% --
16 +2 2nd 0% --
17 +3 3rd 0% --
18 +4 4th 0% --
19 +4 1st, 3rd 0% cause fear, charm person,
command, friends, hypnotism
20 +4 2nd, 4th 0% forget, hold person, ray of
enfeeblement, scare
21 +4 3rd, 5th 0% fear
22 +4 4th, 5th 0% charm monster, confusion,
emotion, fumble, suggestion
23 +4 1st, 6th 0% chaos, feeblemind, hold
monster, magic jar, quest
24 +4 5th, 6th 0% geas, mass suggestion, rod of
rulership
25 +4 6th, 7th 0% antipathy/sympathy, death
spell, mass charm

Bonus for Charisma

Maximum
Ability # of Loyalty Reaction
Score Henchmen Base Adjustment
1 0 -8 -7
2 1 -7 -6
3 1 -6 -5
4 1 -5 -4
5 2 -4 -3
6 2 -3 -2
7 3 -2 -1
8 3 -1 0
9 4 0 0
10 4 0 0
11 4 0 0
12 5 0 0
13 5 0 +1
14 6 +1 +2
15 7 +3 +3
16 8 +4 +5
17 10 +6 +6
18 15 +8 +7
19 20 +10 +8
20 25 +12 +9
21 30 +14 +10
22 35 +16 +11
23 40 +18 +12
24 45 +20 +13
25 50 +20 +14

Racial Ability Requirements

Ability Dwarf Elf Gnome Half-Elf Halfling
Strength 8/18 3/18 6/18 3/18 7/18*
Dexterity 3/17 6/18 3/18 6/18 7/18
Constitution 11/18 7/18 8/18 6/18 10/18
Intelligence 3/18 8/18 6/18 4/18 6/18
Wisdom 3/18 3/18 3/18 3/18 3/17
Charisma 3/17 8/18 3/18 3/18 3/18
* Halfling fighters do not roll for exceptional Strength

It would be really nice if i could create characters of a specific Level at design start, so i could write a medium level campagain.
Perhaps it would be possible to say in the global Design that every player character starts at at minimum Level ?

Thanks for your efforts and keep up your great work.


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Old 09-14-2001, 09:44 AM   #2
dominions
Elminster
 

Join Date: March 20, 2001
Location: Hampshire, England
Age: 52
Posts: 428
You're on version 7.30? I can only find 7.20 on the sourceforge site.

I see you've listed the classes allowed to specific races. I hope CocoaSpud doesn't "hardwire" this into the UAF, because I want to be able to allow any combination.



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Old 09-14-2001, 10:10 AM   #3
Warlock
Dungeon Master
 

Join Date: August 13, 2001
Location: Perth, WA, Australia
Posts: 56
Hi guys

I tried my hand at making up some spells, I did notice that there would be plenty of opportunity for errors with the spells and scripting at the moment. As we work towards ironing out the bugs the system will improve.

Given time it will work out. Keep those bug checking emails coming in

Cheers

Warlock

[This message has been edited by Warlock (edited 09-14-2001).]
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Old 09-19-2001, 03:36 PM   #4
CocoaSpud
Zhentarim Guard
 

Join Date: March 15, 2001
Location: Melbourne, FL, USA
Posts: 375
Yep, I goofed alright. I accidentally shipped a DC release with some test files. I corrected it in the current release, which is 0.731.

The spells need more capability to access game/character status and this situation will improve gradually as reports like this turn up. I just added another script function to check the character status. The details are in the help file.

I'll add a minimum character level option so that all generated characters start at that level.

I'll try the END command to try and fix it.

I've no plans to further hardwire races/classes, but the dirty deed was pretty much done from the very start. It will be quite an effort to make DC totally rely on external files for these rules.



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CocoaSpud
Dungeon Craft Development Team
http://uaf.sourceforge.net
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Old 09-19-2001, 04:22 PM   #5
CocoaSpud
Zhentarim Guard
 

Join Date: March 15, 2001
Location: Melbourne, FL, USA
Posts: 375
Well, I just realized that while the details are in the help file, they are only in my own version of the help file since I just added them last Monday. They will be included in the next release.

------------------
CocoaSpud
Dungeon Craft Development Team
http://uaf.sourceforge.net
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