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Old 05-09-2010, 06:18 PM   #11
SilentThief
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Smiley Re: A question (also what I've been up 2)

Quote:
Originally Posted by Paul Stevens View Post
It seems that perhaps you want
specialized PCs.
I want this VERY much!!!

Quote:
Originally Posted by Paul Stevens View Post
At PC creation time
perhaps we could allow you to run scripts
that would assign special abilities......
"Priest of Toads", "Billiard Player", "Superman".
Then you could easily assign annotations
to the spells that only particular specializations
could use. A spell that had no such annotation
("Bless") could be used in the usual fashion.
But....for example.....a spell ("Masse") with the
"Billiard Player" annotation could only
be used by PC with that special ability.
Would the spells still show up on the list? Cuz you wouldn't want a situation where the spell is not usable, but still is pickable.

Quote:
Originally Posted by Paul Stevens View Post
In other words, only a particular class of PC
could use spells of a particular class. And the
PC's class could be pre-generated or assigned
with scripts at PC creation. We might want to
allow scripts to display something on the
PC description screen. ("Billiard Player").
This sounds awesome!!! I'm all for it, but i know this is above and beyond FRUA (and hence version 1.0.). I just think that the Dragonlance games were made with "goldbox" engine, and I wish they'd have done more for character classes in FRUA, but they made it based upon forgotten realms goldbox rules.

ST
ps this would expand the rulesets available to DC (like DC is FRUA based which is 1st edition (mostly) based). With this it could expand to 1st, 2nd, boxed set Dnd, ect...
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Last edited by SilentThief; 05-09-2010 at 06:20 PM.
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Old 05-09-2010, 09:52 PM   #12
Paul Stevens
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Default Re: A question (also what I've been up 2)

Quote:
Would the spells still show up on the list?
What list? What lists? Pickable? Usable?
These words don't mean much to me.

Of course if we were able to do this we would
have to do it in a way that makes sense
to the people who use it.

That means..........
You would have to tell me ahead of time
where changes need to be made. And it
would have to be a rather complete list
so that I don't get it 90 percent finished
and then you say "But you also must" and
I discover it is impossible because of the
way the first 90 percent was designed.

And....as Manikus has discovered....you have
to be very precise when talking to me
because I don't design with the editor, I
don't play games with the engine, and I
do not understand most of the jargon you
people use.

Also...although this feature sounds relatively
easy to implement, I would still want several
people to express an interest, take an active
part in the design, and come to a consensus.
Doing features for one person is not my idea
time well spent.
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Old 05-10-2010, 09:09 AM   #13
SilentThief
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Default Re: A question (also what I've been up 2)

I gotchya. If there is response from the others about this then I will approach you again on this, and with a little more planned out and formulated idea of exactly how/what should be changed.
Perhaps I'll poll the community about this one.

ST
ps As always, you developers don't hear this enough: thank you for taking the time to do this amazing project
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Old 05-10-2010, 09:54 AM   #14
Dinonykos
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Default Re: A question (also what I've been up 2)

Quote:
Originally Posted by SilentThief View Post
I gotchya. If there is response from the others about this...
Here! I respond!
If I got it right, the proposed approach would allow to have e.g. different kinds of magic users. This sounds very good and would allow me to turn some story ideas into a design. Furthermore, I assume that you could also use attributes to make items only useable to characters with certain special abilities. This would be like a dream coming true to me... Still, as ST already pointed out, I see that this again is low priority since it is beyond FRUA's options...
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Old 05-10-2010, 11:57 AM   #15
Paul Stevens
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Default Re: A question (also what I've been up 2)

I think we could do something relatively
easily. It is really pretty much in place
except for the "Create Character" sequence.

How would we decide what Special Abilities
a character being created should have?

The easiest thing for me would be for these
"Special Abilities" to be given only to pre-generated
characters. The designer would add them during
game-creation.

The second easiest thing would be to provide
an additional designer-provided screen identical
to the "Race-Selection" screen. The designer
could provide scripts to build the screen and
process the player's selection. There would
be a screen title, a list of possible selections,
("Superman", "Billiard Player", and so on)
and a menu with possible actions "Exit", "Select",
"XXX", "YYY", or whatever. The script would
receive the selection and the action.

And, yes, I think the ability to 'use' items is
already under Special Ability Script control.
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Old 05-10-2010, 04:27 PM   #16
manikus
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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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Old 05-10-2010, 08:44 PM   #17
SilentThief
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Default Re: A question (also what I've been up 2)

fair enuff for me. I can wait, considering how fast you all been working lately.

ST
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Old 05-12-2010, 03:57 PM   #18
manikus
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Default Re: A question (also what I've been up 2)

So, last night using my idea above, I created a "specialty class" that had access to "extra" spells...
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Old 05-12-2010, 07:12 PM   #19
SilentThief
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Default Re: A question (also what I've been up 2)

really? sweet!

You are going to have to show us how. I'm not sure if I understand...

Quote:
Originally Posted by manikus View Post
Now... it may be possible to do this using special abilities - you could have a player choose which specialist mage they want for a partiuclar PC and a special ability is assigned to that PC. Now, you will have added an appropriate SA or flag on each spell that will allow it to only be used by a spellcasting PC with the correct SA (given in the first part). I think this oculd be done right now, but it would be a lot of work - adding an SA to each spell and creating ones to be given to PCs - not hard at all, just a lot of work.
Add an SpecialAbility to each spell, which governs what type of character can cast it?
So that the SA given either during character creation (or more likely after beginning play) equals the value necessary for the specialist character spell type?

ST
ps, with the special abilities and new design and such, I'm now far behind on scripting...
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Last edited by SilentThief; 05-12-2010 at 07:37 PM. Reason: add quote and question
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Old 05-13-2010, 01:14 PM   #20
Paul Stevens
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Default Re: A question (also what I've been up 2)

Get:
http://dianneandpaul.net/UAF/BilliardPlayer.dsn.zip
You must use the runtime and editor included
in the archive.

It demonstrates:

Character Creation - Select "Magic User" and "Billiard Player".
Examine Special Ability "CreateCharacter" script "PostClass"
to see how special ability is added.

Examine special abilites for spell "Masse" to see how
the spell is limited to "Billiard Players".

Examine the scripts for special ability "BilliardPlayer"
to see how the character stats screen is modified
to say "Magic User(Pool Shark)"
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