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Old 01-09-2009, 03:59 PM   #51
SilentThief
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Default Re: Manikus' Monks

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There are ways to make races only available to NPCs as well, if you don't want the players to play them.
How?

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Old 01-09-2009, 06:29 PM   #52
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Default Re: Manikus' Monks

In the baseclass file, you simply don't assign the race to any classes. In the NPC editor, the race will be available.
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Old 01-09-2009, 06:33 PM   #53
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Default Re: Manikus' Monks

Can you do the opposite to make a class that is not available to players (but is to NPCs)?

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Old 01-09-2009, 07:05 PM   #54
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Default Re: Manikus' Monks

I don't know, I haven't tried. I don't see why not...but I'm not looking at the file at the moment.
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Old 01-10-2009, 05:46 PM   #55
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Default Re: Manikus' Monks

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In the baseclass file, you simply don't assign the race to any classes. In the NPC editor, the race will be available.
You can subtract from the number of classes available to PCs, but you cannot add, right? And if you take one away, it of course would still count towards your overall total (I think of 6 races)?

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Old 01-10-2009, 11:39 PM   #56
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Default Re: Manikus' Monks

You can subtract or add. Any races past six do not have special abilities associated with them. I personally created and tested 10 available races without a problem.

Classes are trickier and I had almost figured out why AND how to fix it to make it that DC read from the baseclass.txt and class.txt for class combos (so you could add more than 19 total), but I have deleted my side project of being a coder on DC as I no longer have VC++ 6 on my computer after this little fiasco over the holidays.

I had figured out, implemented and tested capping classes (druids at 23), added a baseclass (mostly working) of thief-acrobat and added a race - half-orcs as they appeared in 1e...
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Old 01-11-2009, 09:32 PM   #57
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Sunglass Man Re: Manikus' Monks

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Can you do the opposite to make a class that is not available to players (but is to NPCs)?

ST
Did this just a bit ago, it works well. In fact it's aesthetically more pleasing as races not available to the PCs were still appearing at character creation (which I didn't think had happened before).
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Old 01-12-2009, 11:17 AM   #58
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Default Re: Manikus' Monks

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You can subtract or add. Any races past six do not have special abilities associated with them. I personally created and tested 10 available races without a problem.
Do you know if the races could then be tested for? I mean, IIRC with the default you can check if race (value) 1 = human, 2 = elf, ... 6 = monster, ect.

If youu have 10 races, and you could use the check for race value and it worked properly, you could then code in special abilities yourself (or I could myself )

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Old 01-12-2009, 06:24 PM   #59
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Default Re: Manikus' Monks

I haven't checked, as that isn't where I'm at in that particular project. I've promised myself that I have to finish something before I start something new. (Spending 15 minutes to create new race and baseclass files, importing them and making a character does not count as starting something new. )
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Old 01-12-2009, 11:05 PM   #60
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Default Re: Manikus' Monks

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I've promised myself that I have to finish something before I start something new.
Understand this all too well hence my desire to combine my contest demo and the guide into a "demo-guide" or something.

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I haven't checked, as that isn't where I'm at in that particular project.
OK. Just wondering. I haven't done anything with altering races/classes and haven't the faintest idea how to do so.

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