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#11 | ||
Symbol of Cyric
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I want this VERY much!!!
Quote:
Quote:
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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http://www.wilhelmscream.net/ Last edited by SilentThief; 05-09-2010 at 06:20 PM. |
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#12 | |
Drow Warrior
![]() Join Date: July 8, 2003
Location: Madison, Wisconsin
Age: 85
Posts: 296
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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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#13 |
Symbol of Cyric
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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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#14 | |
Symbol of Cyric
![]() Join Date: March 20, 2006
Location: Europe
Posts: 1,171
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![]() ![]() ![]() 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... ![]()
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#15 |
Drow Warrior
![]() Join Date: July 8, 2003
Location: Madison, Wisconsin
Age: 85
Posts: 296
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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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#16 |
Jack Burton
![]() Join Date: July 13, 2001
Location: Stumptown
Age: 53
Posts: 5,444
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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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#17 |
Symbol of Cyric
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fair enuff for me. I can wait, considering how fast you all been working lately.
ST
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#18 |
Jack Burton
![]() Join Date: July 13, 2001
Location: Stumptown
Age: 53
Posts: 5,444
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So, last night using my idea above, I created a "specialty class" that had access to "extra" spells...
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#19 | |
Symbol of Cyric
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really? sweet!
You are going to have to show us how. I'm not sure if I understand... Quote:
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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http://www.wilhelmscream.net/ Last edited by SilentThief; 05-12-2010 at 07:37 PM. Reason: add quote and question |
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#20 |
Drow Warrior
![]() Join Date: July 8, 2003
Location: Madison, Wisconsin
Age: 85
Posts: 296
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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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