05-30-2004, 08:53 PM | #1 |
Jack Burton
Join Date: July 13, 2001
Location: Stumptown
Age: 52
Posts: 5,444
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cocoaspud just posted this over on the yahoo!groups list:
This release added some new features, and continues to update the spell casting code. See the full list of changes below... Richard ---- UAF Version 0.9.1.0 ---- May 28, 2004 **** New Features **** Editor: - added ability to search events by matching event id - added copy/paste to spell editor Engine: - width of combat stats box is configurable added COMBAT_STAT_BOX_WIDTH = 240 to config.txt - position of char portrait frame is configurable added VIEWPORT_FRAME_OFFSET = 417,-19 to config.txt Both: - script compiler would not successfully compile if the script name contained the '|' character (as some objects do to keep the name unique) - For each combat monster, the quantity can be configured to be random (specify dice roll used) - Added list of music to play while encamped, which will override any background music that might be playing - Increased number of tavern tales to 20 - Added option to tavern event that will allow each tale to be told only once per tavern visit. - Added 15 vaults. TakePartyItems and Vault events must specify which vault to use. - added option to shops which makes them able to buy back only the items that they also sell. - added spell script that is executed when the spell target's saving throw fails, another script for when the target makes a successful saving throw. - added class flags to spells. The flags let you specify which particular classes can cast each spell. For instance: Rangers can cast clerical spells at 8th level, but they don't pick from the usual list of cleric spells. So you create a clerical spell called Fairy Fire, then specify that only Rangers can cast it (maybe Druids too). For spells like Cure Light Wounds, you can specify that Clerics+Rangers+Druids can cast it, as long as it's ok that they all cast the same spell. If you need the CLW spell to behave differently when a Ranger casts it, then you need to create a different CLW spell (and call it 'Cure Light Wounds|Ranger' to keep the spell name unique) - added flag to MagicUser spells, and changed the way one of the current flags works: - Can Scribe (at level change) - Auto Scribe (at level change) Can Scribe - if enabled, MU will be allowed to choose to add this spell to the spell book Auto Scribe - if enabled, MU will automatically get this spell added to spell book These flags come into play whenever the MU changes character level. Each new MU will be automatically given all first level spells with AutoScribe=TRUE. This same new MU will then be given a chance to select to add additional first level spells that have CanScribe=TRUE. Normal spell limits always apply. In this manner, the designer can force certain spells into the spell book, and let the player choose the desired additional spells. **** Bug Fixes **** Editor: - fixes for spell book handling while generating NPC's Engine: - Cleric CureLightWounds spell didn't reset char status to Okay after adjusting hitpoints. - tavern drinks didn't display a 'you drink' message if the drunk trigger level wasn't set. - more fixes related to color tags in event text - lots more bug fixes for spells, especially for multiclass, but including letting non-clerics memorize cleric spells at the correct level. - Loading a saved game could crash in some situations - removed duplicates from screen that displays the current spell effects for a given character. (ie: Bless spell, and Bless special ability) - fixed area view map so that it fills the entire viewport when using 800 and 1024 modes - players can now flee the map (exit is confirmed before being allowed) - fixed combat to allow characters to occupy same square as dead/dying character. - made some tweaks to enemy intelligence to improve target acquisition - fixed a problem with bandaging dying characters Both: - fixed problem with configuring and using a test party when testing your design |
05-31-2004, 12:18 AM | #2 |
Ironworks Webmaster
Join Date: January 4, 2001
Location: Lakeland, Florida
Age: 51
Posts: 11,722
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Wow! Awesome stuff! I'm download it now, and will play with it tonight.
I know I've been away from DC for a while, but I had some RL and other stuff to do (running and upgrading the website) and other 3D Modeling project (See my 3D Forum here) and other stuff, but I have DC releases planned NEXT! I've been on and off working on new art, and some animations using a 3D Modeling program that will REALLY be cool. I have an AVI that has the camera aspect of going up some stairs once you click YES to exit a map--and it gives a LOT more depth than just hitting YES and appearing on the next map. I plan to make a load of them for going up, down, and exiting to the outside (worldmap). I've kinda been working on my 3D abilities so I can create some really nice animations for DC. And I've learned SO much more in these past Months. Just wanted to let everyone know that I haven't forgotten about DC at all, just been busy. [img]smile.gif[/img] The IW DC Site is next to be re-designed after our NWN Webarea, and will include the new artwork and more. I am going to make it easier to navigate the area too. I'll give you updates in the coming weeks. Thanks guys! |
05-31-2004, 01:05 AM | #3 |
Jack Burton
Join Date: July 13, 2001
Location: Stumptown
Age: 52
Posts: 5,444
|
ziroc, this sounds awesome. i've never once been disappointed by your work.
are these .avi's going to be big? i'm still using a 56k hook-up (hopefully for not too much longer). great to hear from you. -manikus |
05-31-2004, 01:47 PM | #4 |
Symbol of Cyric
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"I know I've been away from DC for a while, but I had some RL and other stuff to do..."
The RL demon is wreaking havok with us all, But its good to hear from you. Good to see that RL isn't stopping you, or the Spud for that matter. In reviewing the new feats and bug fixes that the newest DC offers, I'm hoping to get my new computer to start messing with the new DC. With the devestation of losing ALL of my previous DC stuff to the crash, I do remember enough to still be dangerous... But, I also remember I had a question about a possible feat that DC may already have but if not it should have. I remember you could select the HD of an enemy and the program would then generate hp based on the HD. For example, a skeleton would have 1 to 8 hp for it has 1 HD. BUT, what if you wanted to have a (for lack of better term) "Boss" dragon or such and you wanted it to have exactly 25 hp? can you select the hp or does the program always do it for you? 2nd, with the coding going on for spells and flags set for spellcasters, will these be edit-able for the potential of new and or different character classes? Like say I want to set a specialist mage, a Conjurer for example, with a different spell progression than a normal mage? And last (for this post), do we have the ability to program the enemy AI? I remember some talk on the FRUA msg board way back when about the question of assigning a % to enemy actions (like spellcasting and melee attacks, in fact the exact question was about having an enemy cast "summon monster" in a combat, this being like impossible because for some reason the AI just would NOT do it). Just my usual questing for knowledge and treasures... SilentThief
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05-31-2004, 02:22 PM | #5 |
Jack Burton
Join Date: July 13, 2001
Location: Stumptown
Age: 52
Posts: 5,444
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let's see if i can answer your questions-
yes-there's a radial button to choose between hp and HD yes- spells would be flagged something like magic user|conjurer and would be usable by the conjurer only. i know that we can change the spell progression tables in one of the text files (class.txt?) but, i'm not sure that the engine is paying attention to those files right now- i know it does for names of races and classes... no, not yet -manikus |
06-03-2004, 09:54 PM | #6 |
Symbol of Cyric
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I was just reading R.A. Salvatore's "passage to dawn" and it got me thinking of some possible features that should be available for DC. If you haven't read it yet, then I won't spoil it; but in the book Drizzt is facing off against a six-armed Marilith and in the middle of combat the demon stops fighting and tries to use an illusion to trick him.
So, I was thinking there should be a flag or whatever that could signal a stop of combat before the monster or player dies. And then you should have the possibility to resume combat and still have the enemy with the same hp they had when combat stopped. Just thinking out loud again. SilentThief PS Thanks manikus for the answers earlier in this thread.
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