![Wink ;)](./images/smilies/icon_wink.gif)
I'm going to see if I can't make a default Status screen that will skip irrelevant pages, using the can command, for classes, like Warriors.
If you have over 9 items, you need to turn off numbering as it will not work.Methuselas wrote:Here's a new status.xml. It's one I use for my personal projects. It moves Spell Levels to it's own page and adds another page for Skills. The only thing is, the numbering for items is turned off (I allow 16 items), 'cos it caused issues and skills apparently can go over 100%. Dulsi, was this intentional? As it stands, there's no chance of failure over 99%.
Yeah, I just figured this out, in the past couple of days. ;D I created a Module that is D20 based, just to mess around with the xml files and it's fairly spot on. Any chance we could get a skill check conditional and action for specials, where we could modify difficulty? I realized how much I could do that I haven't been able to do, simply by forcing skill checks all the time. Also, mundane skills, but ones that would be a nice addition for gameplay could be added, easily with just having a skill check conditional. Bards could have Perform, Rangers have Scouting, etc. I actually created a Tavern a Bard character could go into and perform. It would run a percent check that would either give the party gold, based on the roll or have the tavern get upset, possibly being attacked by patrons. Having skill check conditionals and actions would make that a lot easier and allow more.dulsi wrote: Skills going over 100% is intentional. Even with over 100%, you fail if you roll the lowest value on the die. The reason for the over 100% is because skills have "defaultDifficulty" not "difficulty". The plan is for you to have things that require a different difficulty. Maybe the traps on a chest in a high level dungeon have a difficulty of 121. Also the skill rating is a percent because that is what BT uses. You could easily switch it to use 1d20 or 1d36 or 1d1000.
Unfortunately, no. There's a lot I need to get it up and running. First of all, being the Review Board increasing Skill Levels, based on Skills, not Jobs. As it stands, only Acolytes/Priests can currently cast all the Realms they have available, 'cos they have rank of at least 1 in each, whereas Adepts/Mages/Archmages have to purchase Spell Realms, 'cos they only get 3 (Divination, and 2 more, based off their race.) BTBuilder doesn't recognize Skills that have a rank of 0. It crashes the Engine. So, I need that, as well. I need a way to do skill checks through specials and I need the ability to make more skills. I need items that will grant skills (permanently) and I need a special that either a) allows the special to change classes and skills, or b) a special that will load a building.xml that I can hand edit, to do a). That's just a few of the things I need to make it presentable.sombunall wrote:Hey Meth nice work on the new status and manual! Any chance for some alpha/beta testing on that new map of yours?
Wouldn't that make btbuilder a racist engine?Methuselas wrote: As it stands, only Acolytes/Priests can currently cast all the Realms they have available, 'cos they have rank of at least 1 in each, whereas Adepts/Mages/Archmages have to purchase Spell Realms, 'cos they only get 3 (Divination, and 2 more, based off their race.)
That's not how it works in btbuilder. If you cast a spell on a group, each member gets a chance to resist. If you cast a spell on all monsters, each member gets a chance to resist. One monster resisting doesn't break the spell. It does count as having saved so he takes half damage and no effects.If a spell is cast at a magic resistant monster, it gets to use its magic resistance when the spell is cast and each subsequent round (if any) that the spell operates. A group of monsters gets one roll for the entire group. If all monster groups are affected, the group with the highest magic resistance rolls. In any case, a resisted spell shatters and ends immediately.
sombunall wrote:Wouldn't that make btbuilder a racist engine?Methuselas wrote: As it stands, only Acolytes/Priests can currently cast all the Realms they have available, 'cos they have rank of at least 1 in each, whereas Adepts/Mages/Archmages have to purchase Spell Realms, 'cos they only get 3 (Divination, and 2 more, based off their race.)I think it should be more like what clan they grew up in.
dulsi wrote:I tried to play the sounds in BTCS. Dosbox is not providing any sound for BTCS. Luckily I found a document that list the sounds.
0 = Character hurt
1 = Character dead 1
2 = Character dead 2
3 = Monster hurt
4 = Monster hurt 1
5 = Monster hurt 2
6 = Weapon miss
7 = Member healed 1
8 = Member healed 2
9 = Spell success
10= Spell failure
11= Raise from dead
We can either use those for the first 11 spells or translate the BTCS to new btbuilder mappings. Looking at your list:
Character hurt = 0
Weapon miss = 41? (48?)
Member healed 1 = 15
Raise from dead = 16
Looks like you don't have a 41 yet. (I would assume you would prefer a mapping because you dislike having to conform to BTCS's order.)
It's perfectly fine, as I had never intended it.dulsi wrote:I know this is dumb but with "ripped directly from the BTCS manual" I can't include it. By directly copying it would be a copyright violation to distribute. Much of the text is factual and may be fine but I can't include it as is.
I did think it was odd reading:That's not how it works in btbuilder. If you cast a spell on a group, each member gets a chance to resist. If you cast a spell on all monsters, each member gets a chance to resist. One monster resisting doesn't break the spell. It does count as having saved so he takes half damage and no effects.If a spell is cast at a magic resistant monster, it gets to use its magic resistance when the spell is cast and each subsequent round (if any) that the spell operates. A group of monsters gets one roll for the entire group. If all monster groups are affected, the group with the highest magic resistance rolls. In any case, a resisted spell shatters and ends immediately.
Methuselas wrote:sombunall wrote:Wouldn't that make btbuilder a racist engine?Methuselas wrote: As it stands, only Acolytes/Priests can currently cast all the Realms they have available, 'cos they have rank of at least 1 in each, whereas Adepts/Mages/Archmages have to purchase Spell Realms, 'cos they only get 3 (Divination, and 2 more, based off their race.)I think it should be more like what clan they grew up in.
It's keep it respectable, okay? I'm of mixed ethnicity, as is my son.
Humans and Wolfen have Divination, Evocation and Abjuration. Wood Elves and Dark Elves have Divination, Conjuration and Enchantment, or Divination, Conjuration and Necromancy, respectively.
sombunall wrote:I don't really understand what your mixed ethnicity has to do with this but I apologize. I think I might have used the wrong emoticon.