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Old 08-13-2008, 10:24 PM   #241
Uatu
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Default Re: Art Requests

Great work, manikus! Looking forward to trying them all.

Incidentally, FRUA had a 9th level "Monster Summoning" spell? I also don't remember a 5th level "Fire Touch" spell - but maybe there was one, I dunno...

Any plans to include Unearthed Arcana spells as well?
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Old 08-13-2008, 11:19 PM   #242
manikus
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Default Re: Art Requests

I have no plans to add any more spells. That is not to say that I won't, 'cause I'm sure that I will, I just want to get these done first.

I have a list of druid spells as well, adding at least several per level up through 7th level.

I haven't worked on it a lot, b/c there is not the code to back it up. I'm very quickly approaching the point where I've done all that I can do with an unfinished DC. I'm pretty darn close to having all of the default art done. I still have lots of work to do on the help documentation, but it's hard to work on when I don't know how to do certain things, or even figure out how to test what they do, and there is no one to help out. If only CocoaSpud would come back. Paul said he is going to help out, but I think he is waiting for Tarlanon to tell him what he (Tarlanon) is working on. There is no point in Paul fixing the GPDL if Taralanon has already done it, but just hasn't uploaded the code.

Hmm, I guess I'm starting to ramble.
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Old 08-14-2008, 12:06 AM   #243
Uatu
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Hmm - one thing that holds us back, I guess, is the inability for most of us to compile the code (without that Microsoft whatever). Otherwise, I think quite a few people here would be digging in and "helping" (I would probably harm things more than help, but I would still try )
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Old 08-14-2008, 12:23 AM   #244
manikus
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Default Re: Art Requests

I can compile the code. I can do little things (and have), but I don't know how to create special abilities or finish the magic system. I don't know how to fix the bugs, either. But, I'm not a C++ programmer.

It is not wasted on me to think that if I had started teaching myself C++ (well, I do know a little bit) and taken a class or two when I started with DC, I would have been programming for 6 or 7 years and quite possibly would know how to do the above.
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Old 08-14-2008, 12:51 AM   #245
Uatu
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Default Re: Art Requests

It's not too late!

I am sure there are (big) things you can do as well - it sure is hard to read someone else's code (for me, anyway), but doing something new can be nice, too.

Ed's Crucial Wish List:
1. Cure spells work outside of combat
2. Morale and fleeing works properly
3. Magic scrolls (and read magic) work
4. Backstabbing works
5. Free attacks vs. those turning their back on the enemy works and other combat kinks (natural roll of 20/1, etc.)
6. Monsters get magic/special attacks
7. Paladin's lay on hands works
8. Spells fixed
9. Illusionist, Monk, Assassin, etc. extra classes added

If 1, 2, and 3 work, we will be very close to version 1.0 (or at least workable games), I think. 4, 5, and 6 in addition will be very nice as well, and 8 will help attract FRUA people to DC, perhaps
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Old 08-14-2008, 01:07 AM   #246
manikus
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I think we will probably need to do 1-8 to get to version 1.0.

I think part of 5 already works. I've been doing a lot testing trying to figure out if the backstabbing is working, and the monsters will take a free attack if you move away from them (not just turnnig away) which is how FRUA does it. See! We're that much closer already.

As soon as I get my windfall, I'm taking private lessons to learn how to program in C++. [Noter: this is part of my fantasy world, where I don't need to go to a job but will work from my computer, and somehow make money. ]

Maybe, I could just hire someone to finish it (you know, when I get my 'windfall'.)
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Old 08-14-2008, 01:59 AM   #247
Uatu
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Default Re: Art Requests

Cool - that should help a lot. (Free back attacks make players much more careful about posturing.) #5 (i.e. "the combat system") also includes other things, though:

1. Natural roll of 20 should always hit
2. Natural roll of 1 should always miss
3. Monsters requiring +1/+2/etc. weapons to hit
4. Missile range attack modifiers (long/middle -2/short -5) - otherwise you can just kill everyone from far away
Etc...



But yeah, I am waiting for my windfall, too
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Old 08-14-2008, 09:20 AM   #248
SilentThief
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Default Re: Art Requests

Quote:
Originally Posted by Uatu View Post
Cool I will do some more spell graphics, too... some time...

If we get illusionists one of these days, I can make nice illusionist spells, too (color spray, etc.)!
IIRC, Doing some of the Illusionist spells is going to be difficult if not impossible, while others translate directly into other spell effects. For example, spells not easily defined (like audible glamer, phantasmal force, ect) could just result in a morale check (when thats working) with higher level/better spells giving penalties to the check; and others would result in summoning-type spells (when thats working )

Uatu, for me the #6 (computer controlled chararcters/monsters using spells) is the primary hold up. If I was to add anything to the list you and manikus put together, I'd add some of the missing class skills (fighter sweep attack on creatures with less than 1 HD for example).

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Old 08-14-2008, 09:48 AM   #249
manikus
Jack Burton
 

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Default Re: Art Requests

If it's an attribute in DC, even if it's not being consulted at the moment, we can check it. I.e. we can do morale checks now.
Richard had the morale system and fleeing in place, but he found that monsters kept running away and in certain circumstances (I can't remember what they are) fleeing would cause DC to crash. So, he turned it off. Personally, I don't mind creatures fleeing so much (I do mind the crashing, however), I've always thought that the AD&D CRPG way of every creature stays and fights to the death is kinda ridiculous.

Sweeping would be good to have. Another thing, that I thought was working until doing testing Tuesday and yesterday, was that higher level fighters/paladins/rangers are not getting more than 1 attack per turn as they should. I don't remember off the top of my head at which point they get 3 attacks every 2 rounds or 2 attacks every round, but I'm pretty sure by the 25th level that it should be more than just one per every one. I guess I need to submit a bug report.
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Old 08-14-2008, 10:54 AM   #250
SilentThief
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Default Re: Art Requests

Quote:
Originally Posted by manikus View Post
If it's an attribute in DC, even if it's not being consulted at the moment, we can check it. I.e. we can do morale checks now.
Richard had the morale system and fleeing in place, but he found that monsters kept running away and in certain circumstances (I can't remember what they are) fleeing would cause DC to crash. So, he turned it off. Personally, I don't mind creatures fleeing so much (I do mind the crashing, however), I've always thought that the AD&D CRPG way of every creature stays and fights to the death is kinda ridiculous.
I just last night tested this out, via turning undead; and the game gets into an endless loop when the skeleton goes off the map. The idea I had was that the engine should change the status of the fleeing creature to temp gone or gone or something like that to get rid of them (cuz the temp gone status does NOT hang the game). Also, the goldbox games were a little more realistic about the morale with creatures fleeing after taking a beating. However, I dunno how well this system was integrated; due to the fact that recently playing POR there was a battle I was in with like 30 goblins and my level 2 party. I had my 2 fighters and my cleric down, leaving my dwarven fighter thief, and my other cleric and my mage left and they still had me outnumbered by 5 to 1 and they started fleeing.

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