This will remain a WIP, at least and until the game is final version and even then will have to make sure mod works.
Latest Version of FR material: http://www.4shared.com/file/eG0T0Nf2/Forgotten_Realms_Mod_v02.html
Latest Version of Spells/Items: http://www.4shared.com/file/4FAvejck/Spells_and_Items_DND_Mod_v05.html]Spells and Items DND Mod v05.zip
Welcome to the team NimbyJester!
Feedback welcome. Any wanting to help code or add content is welcome, let me know if you want to be a part of the team.
Intro/Features List:
FR Pack
5 new heroes, none of which are complete or balanced yet.
2 new buildings. Khelben's Wizard Tower, unlocks same time as monastery for slightly less people cost and 1/city. Elminster's Study, adds 5 to tech research and unlocks with schools. (Not entirely sure they are balanced or going to rename other tiles with those names. Feedback is welcomed. )
Spells/Items Pack
As way of workaround, I am using Int Modifier as multiplier for damage until/unless way is found to directly tie to level ( Level d6 damage ), spells cost 8 mana per level. Summon monster I summons a celestial badger at this time. Enchantment type spells will cost mana per turn equal to spell level. Cleric spells appear for study equal to their level +3.
Lvl 0: Ray of Frost
Lvl 1: Shocking Touch, Mage Armor, Shield, Summon Monster I, Expeditious Retreat, True Strike
Lvl 2: Bull's Strength, False Life, Gedlee's Electrical Loop, Heal 2 (Not DND but does heal 12hp. I'm going to have to axe it if rebalancing spells later).
Lvl 3: Lightning Bolt, Fireball, Spiderskin
Lvl 4: Cure Light Wounds
Lvl 5: Cure Moderate Wounds
S&I Version history:
0.01 Initial release of content (2 new bldgs, new champions, new spells (ray of frost, shocking hands, gedlee electic loop, mage armor, summon monster I, shield, lightning bolt, fireball, cure light wounds, cure moderate wounds ).
0.02 Bugfixes. Ray of Frost more cold looking. Intelligence value now calculates properly, meaning spells do what they say.
0.03 Fixed value for Ray of Frost to 3. Added Expeditious Retreat and True Strike.
0.04 Bull's Strength, False Life, & Spiderskin added.
0.05 False life made variable.
FR Version History:
0.01 Initial Release (contents mentioned above)
0.02 First attempt at adding custom content/factions.
To-do List:
Flesh out factions/setting. More spells (of course!). Look into feats/classes implementation rather than just 'adventurer'. Getting potions and the like in the store. More champions. More stuff. Looking at spellbooks for other caster types (clerics, druids, bard, sorc, pally, ranger ).
It's been brought to my attention that any bonus damage from Int Modifier is not working. I'm either going to have to fix it and hope it's an error in my calculations or come up with yet another workaround entirely. Next release will include the fix.
Annoyingly you can't do more than one calculation at a time in Calculate. I've noticed you have the following:
Which I assume is to give a result of half your intelligence minus five. This would have to be split into two calculations as follows:
You use the value of the first calculation in the second by referencing the internal name you gave it. The square brackets are only used when referring to an internal name (and the CDATA tag), they are not like your usual brackets in a mathematical formula.
You may already know this but it is handy if you don't. The tag <![CDATA[]]> is an XML command which is used to prevent the XML deserializer from parsing the data within the command (i.e. stops it from getting confused by the calculations). In some situations you could probably get away with not using it at all, so long as you are certain that the data will pars correctly.
A bit more info:
This should work, even though it looks a little like there are two calculations going on, it does realise that you are explicitly stating that you have minus two as there is a different mathmatical opperation before the minus sign.
NimbyJester I owe you~! That's the fix I needed. IntModifier is essentially same as saying Intelligence Bonus Modifier, which conveniently there's a chart. I went to the trouble of deriving an equation (y=mx + b, slope m=0.5 and b is a negative 5) to tell the computer. Like 10 Intelligence = 0 Bonus, 12 = +1 Bonus and so on.. Like 18 is a +4.. Anyways since I cannot reference caster level (for fireballs, lightning bolts and the like for Leveld6 damage ) I was thinking of using the IntModifier as a multiplier, since at the very least it is derived from levelling and pumping INT. Hope that clears up why, or what I was trying to do.
The shard piece, damage must be negative so that's why I am multiplying by a negative 2 there. Maybe from things like this -I- am the one who got confused and started putting multiple operations in...
So I need to put this to a question while I re-work the spells. Going to love copy/paste very soon.
Anyways, what to do with shards? Should I give spells a bonus to damage or keep to the way they're written in the PHB? Should only fire shards add to fire spells? Or should I have like 4 more calculates, so that spells get a boost if you have -any- shard ?
What's your opinions on that?
I'd probably not include the shards at all in the general spells and treat them as a main story point. These shards have appeared which seem to increase mana flow etc. Then have some abilities that are unlocked in some way, maybe sov only, or some sort of new spell research. Which uses the shards to impart power to people in some way. But basically a set of abilities/spells which power is solely derived from the number of a particular/all shard/s you have. They may increase casting levels or unlock a higher level of spell casting etc.
But I think as a whole the core spells/abilities should not be effected directly by them. Then you need to actually do something extra to gain the bonus.
Also the changes to calculate alone didn't work. I'm not sure it was INT or Modifier.. but from now on I'm going to refrain from using both in my variable names. I've got one test spell working. Won't be too much to fix the other damage spells. But it's late. Look for update tomorrow~ish.
Going to throw out another design question, when looking at spells... Magic Weapon and GMW confer pluses to a weapon. I was already considering adding 3rd level spell flame weapon to add to the damage.. So umm do you think working on monsters to only be damaged by +1 or greater, +2 or greater, etc. is doable or too complex and don't worry about it? It's not an immediate concern but will have to look into in the future.
Another thought asking for ideas on. How to implement saves and/or determine if Sleep/ Hold Person works ? Funny how these things come up now. I hadn't thought about it, or have an answer for them yet.
In elemental Armour resists against damage so it is not quite the same as DnD where it goes towards not getting hit in the first place. So in elemental terms monsters who can only be damaged by +1, +2 etc would be monsters with high armour. You still might do a little damage with a normal weapon but you will be much more likely to do damage if the weapons damage has been increased in some way.
For saves I don't think you could do individual saves (dex, fort, will) but there is supposed to be an IsResistable flag now. Which should make a spell resistible based off Int (which adds to spell resist). However I've not actually managed to get it to work, or if I have I've not seen it work.
For area effect (damage) attacks where you want to do reflex save for half damage, you could split the spell into two game modifiers. The first does damage directly to CurHealth and the second is DefendableDamage. You will always do the CurHealth damage but the target will get the chance to dodge the DefendableDamage as default as well (though armour will reduce the damage).
Uploaded v02 with the fixes to intelligence modifier.
Oops. a missing equal sign was causing crashes. Fixed and re-updating.
Looks like in fixing the spells with the Intelligence modifier used, I broke Ray of Frost. I'm going to work on giving it a fixed value of 3. Reason it worked before was that I guess the computer added zero to my min and max values. When I went back to fix spells, I took out that part.
Also a new spell implementation idea. Examining how existing spell blindness works, I think I can make a spell that positively affects target unit. Sweet. True Strike here we come!
i get a tingly feeling looking at this. Exciting. Any chance on you using the pathfinder rules ? Just a thought. Probably too complicated to that atm.
Update tonight. New version has Expeditious Retreat and True Strike.
Glowing Ember: I am not familiar with it, but on googling it I take it that Pathfinder rules was designed to be compatible with 3.5 version. That's what I was going for. 3.5 that is.
Feedback is very much welcome and appreciated so are suggestions.
Update today & 3 New spells added: Bull's Strength, False Life, and Spiderskin.
Not sure if can get a few more in before the weekend, but this weekend I'll spend time and work on some of the FR part of it.
Latest update, v05 , False Life adds variable hp equal to 10 + caster's intelligence bonus.
Oh, no kidding? Is it a persistant enchantment or a fixed duration spell? I couldn't get Calculate to work on persistant spells for the life of me. Looks good!
False Life is level 2 spell, 16 mana, 2 mana upkeep and, and duration was set to -1.
Also I might add to check it, I kept mouse over HP after it increased, tool tip will tell you base hp, +% due to race or sov bonuses and + how many from False Life. Woot!
Hm. Maybe it just doesn't work for resource boosters... had any luck with that?
I think calculate only works with resource boosters if you are using global attributes. Don't think it works with unit attributes. Not 100% on that though, may just not work with resources at all.
Not to get off topic here on your thread SS, but if we all combined forces (you, NJ, possibly Murteas), I bet we could bust out a group mod with easily 120+ new and interesting spells.
Any thoughts on that?
Well. Perhaps I can work something out, since I'm one guy with a really ambitious project here. *puppy dog eyes* Any thoughts on doing a little work here and there for the D&D project?
I can set aside time to work on a group project, sounds fun.
Back on topic a little, next update will add in a couple factions I researched to add to the Forgotten Realms pack. I'm going with Zhentil Keep, and New Phlan for my first two. In the DR timeline I haven't thought an exact year, but definitely after Time of Troubles. In respect to ZK & NP, after flight of dragons. Also, in respect to Pool of Radiance, this would be after it. I'm thinking of going with Fzoul Chembryl as leader of ZK and unsure about NP.. That's where I am with that. I've been researching a bit.
My next spell update, I was thinking about modding in Ice Storm, Lvl4 wiz spell, as two part spell - second part of spell would do defendable damage.
This faction stuff is harder than I thought. I can make a custom faction with the faction creator IN the game. I'm not getting to pick it as a faction to play against though.
Pic test, uploading a screenie to Flickr, so I can post latest work.
Link: http:/
supremeshogun if you want the pic to be visible in the thread, not just a link to a page that shows the pic, then click on the tree icon when posting and put your link into the dialog that opens
harpo
There are many great features available to you once you register, including:
Sign in or Create Account