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Old 01-14-2008, 07:53 PM   #51
SilentThief
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Default Re: Calling All True Believers...

You've been changing source code? SWEET!!!

-SilentThief
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Old 01-14-2008, 08:01 PM   #52
manikus
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Default Re: Calling All True Believers...

Changing, unfortunately does not equal fixing bugs or adding features. But, one day, maybe I'll make that leap.
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Old 01-14-2008, 08:03 PM   #53
SilentThief
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Default Re: Calling All True Believers...

You changed source code? SWEET!!!
So are you going to do any "manikus releases"? Like after you change some things that you want to alter and you get enough of them and POW! you have a release???

-ST
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Old 01-14-2008, 08:15 PM   #54
manikus
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Default Re: Calling All True Believers...

I've thought about using my own engine for modules I design. I've even toyed with doing a 3e conversion (I think I started this and it's laying around on my harddrive somewhere) not b/c I prefer 3e, but b/c it's open source through the SRD released by Wizards of the Coast.
I've also thought about doing a version for sci-fi/cyber-punk so that I can change stuff that isn't supported through the various .txt files yet.
But, these will never be DC releases. I don't want to take the chance of splitting this project. I'm doing this more for learning purposes and because there was a while when it looked like all the coders had left the room and forgotten to turn of the light; but thank goodness that isn't the case.
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Old 01-14-2008, 10:36 PM   #55
SilentThief
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Default Re: Calling All True Believers...

Well I want to be a developer to program for the possibility of 3 things: Finish version 1.0 (most important of the three), enable overlaying "rulesets" that allow you to add in any portion or all of the optional and side rules for both 1st and 2nd edition (and that includes specialist and designer-created character classes), and lastly make my own selection of those classes and rulesets as an add-on (if anyone else wanted to use them)

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Old 01-17-2008, 05:02 AM   #56
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Default Re: Calling All True Believers...

Excellent idea, ST....
I would -love- to see that....
Manikus is right, we don't want to split the project. DC is slow enough in development, nothing could be gained from splitting.
But that special abilities thing was a stroke of genius!

And I have a question: Does anybody have Katana and Wakizashi in their Item Editor that they didn't put there themselves?
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Old 01-17-2008, 05:04 AM   #57
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Default Re: Calling All True Believers...

...Which reminds me...I have to finish creating those super power items....
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Old 01-17-2008, 05:36 AM   #58
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Default Re: Calling All True Believers...

Quote:
Originally Posted by Funky Dynamite View Post
But I found when you make items that modify stats, have the character ready the items then drop them, then delete the items from the database the changes to the stats stay and are permanent as far as I can tell.)
seems like this woulg work for super-powering NPCs as well...

-st
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Old 01-17-2008, 01:31 PM   #59
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Default Re: Calling All True Believers...

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Originally Posted by SilentThief View Post
seems like this woulg work for super-powering NPCs as well...

-st
For NPCs, you can just give them super-powered stats in the editor if you so wish.
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Old 01-17-2008, 04:16 PM   #60
SilentThief
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Default Re: Calling All True Believers...

Er, yeah .
I got an interesting and wierd trick you can pull. Imagine this, you have a group of items with the special ability edited and for sake of example we'll use item1, item2, and item3 (real original, I know). But what you do is you give the item1 the special ability when you ready that takes item1 away and gives item2. give item2 the ability when you ready it that it takes away item2 and gives you item3, then give item3 the ability to take item3 away and give item1. Make them all as weapons (so the enemy AI will ready them) and do the same damage (for this example). Why? these are the ideas I came up with:
* to keep count of combat rounds. You could use this to assign a quest counter to do timekeeping in a combat (for the edge-of-your-seat timed quest)
* to do special attacks on a set number of rounds (for example, the iron golem is supposed to belch a poisonous cloud every 5 rounds)
* to do 1 time special attacks (like a sword of life stealing that has 1 charge, and reverst to a sword +1 or even a nonmagical sword)
* to do troll regenerate (just code in a +3 hp script on the 3rd item)
* to do a dragons breath weapon (they can breathe up to 3 times, and then the combat goes normally)

Now, these are the hypothetical uses of this. I'll be testing out if it works or not...

Crazy as usual
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