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Old 01-14-2009, 11:35 PM   #61
manikus
Jack Burton
 

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Default Re: Art Request ~ Uatu and Dinonykos

I dont' think there is any rush... But I imagine it will kind of guide our choosing new projects.
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Old 01-15-2009, 12:07 AM   #62
Uatu
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Default Re: Art Request ~ Uatu and Dinonykos

In the meantime, we can work on adding assassins, monks, illusionists, and bards (ulp!) to DC, though. (Oh, and half-orcs, too, for good measure.)
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Old 01-15-2009, 12:45 AM   #63
manikus
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Default Re: Art Request ~ Uatu and Dinonykos

Half-orcs are easy, the other ones, not so much. To add Illusionists, the code will seriously need to be modified to change the way the magic system works (at least the way that I can think of doing it).

Thief-acrobat and monk seem the easiest classes to add if special abilities worked. Assassin seems hard b/c of cost for assassinations.
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Old 01-15-2009, 01:48 AM   #64
Uatu
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Default Re: Art Request ~ Uatu and Dinonykos

Really? Not having looked at the code myself ( ) it seemed like illusionists would be real easy - just adding a new type of magic (well, I guess that is the hard part)...

As for assassins, perhaps we could just put a placeholder for them and give them what we can give them in terms of abilities now (more weapons + shields, worse thief abilities, level limits...). We would need some kind of code for assassination...
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Old 01-15-2009, 10:08 AM   #65
manikus
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Default Re: Art Request ~ Uatu and Dinonykos

Everything to do with magic is hardwired into DC. To add another kind of magic we will need to modify every current reference to magic (plus add code for the new system). For splitting mage spells the way cleric spells are, we will need to change every magic user setting, all the joint settings and the settings that reference the total number of settings.

If someone were to take this on, I beg of you to add stubs for another kind or two or to allow it to be configured somewhere outside of the code.
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Old 01-15-2009, 11:51 AM   #66
Uatu
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Default Re: Art Request ~ Uatu and Dinonykos

Hmm - well, it sounds redundant/monotonous to add illusionist spells to the code, but it doesn't sound hard to understand, at least (that means that I could do it! ...if I had MFCs, I mean... )
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Old 01-15-2009, 11:59 AM   #67
manikus
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Default Re: Art Request ~ Uatu and Dinonykos

Just so we're clear (I'm sure we are, but just in case), you wouldn't actually add illusionist spells to the code, that would still be done in the database (no spells are hard-coded). You would be adding the routines that allow illusionists to cast spells.

You should really take a look at the code so you can see what I"m talking about. If you follow one of the SourceForge links in my sig, you just need to go to the 'code' section and you can browse the code repository just like any other website.
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Old 01-15-2009, 12:03 PM   #68
SilentThief
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Default Re: Art Request ~ Uatu and Dinonykos

if you had some control over what spells could be offered to the PCs based upon quest variables, you could then bundle the spells into MU spells and Priest spells and then set up you own limitations on how they were grouped.

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Old 01-15-2009, 12:09 PM   #69
manikus
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Default Re: Art Request ~ Uatu and Dinonykos

I would think that it would make more sense to set that control in the editor. Then you could handle it like walls in-game - spells could be given or taken away depending upon events (maybe even a new event similar to the give/take item event).
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Old 01-15-2009, 12:11 PM   #70
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Default Re: Art Request ~ Uatu and Dinonykos

I just would like to be able to make custom character kits (sigh, I know... DC like FRUA: 1st edition)


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