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.
Supreme Shogun
My guess is this announcement: "We're making an announcement in 2 weeks after the BCS is over. "
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.
Also can think about debilitating spells like enfeeble and feeblemind. *evil laugh* [e digicons]}:)[/e] . Hmm I can make a book of druids, book of clerics, book of bards, book of pallys, book of rangers, that player must research in order to have access (unlock). Each spellbook's spells tie directly to proper casting attribute. Can give druids better results on summons. Hmhmhm. I wouldn't put it too far into tech tree, two bran
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
Oops. a missing equal sign was causing crashes. Fixed and re-updating.
Uploaded v02 with the fixes to intelligence modifier.
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.
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.
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. [code="xml"] &nbs
You're welcome to help out if you want ArcElement. @NimbyJester: Question, do you think can make certain spells have different requirements? Like a Druid gets healy type spells slower than a Cleric. Cure Light would be level 2 for a Druid and not 1, for example. Think that's going to be too much and I should leave well enough alone? Wow. Thanks for the examples. I am going to implement it. Before you gave me the way for go
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
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.
You are playing/testing with the use mods option checked, right? Just making sure.
Champion is my guess? This is from peering into CoreNPCUnits.xml file.
Nimby, about the casters are you referring to different champions being different classes or the Sovereign? Also how far has anyone gotten their Sov/Champion/units along? Seems like it gets slow going around 6. Perhaps if we upped xp gain or added quests for xp. ? I'm also not sure how to just add attributes... can you provide example?
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: <a href="http://www.4shared.com/file/4FAvejck/Spells_and_Items_DND_Mod_v05.html]Spells and Items DND Mod v05.zip" target="_bl
Here's the very first inkling of the mod and what I've done so far. I also plan on giving it's own thread with an [eMod] tag. http://www.4shared.com/file/0jqaeYsA/Forgotten_Realms_Mod_v01.html]Forgotten Realms Mod v01.zip http://www.4s
Help needed. hmhm. Can someone tell me how to implement basic items? Like making a leg of lamb restoring 10hp and costing double salted pork? I need some help there. Also in making potions and getting them into the shop. Well this would go faster with another coding. Could break into sections with others. Also am looking for content input and some kind of help keeping it within the realms. Like I know we can't implement the whole PHB s
Thanks for the kind words. As to more details, I haven't decided on a specific setting/area. I have made a few design decisions already. Class Specific Details: Which is since Elemental doesn't do different caster types, I'm not going to worry about bard/druid/paladin/ranger spells. I have thought about implementing Cleric spells. Question is when/where. As it stands I've added 3 to Cleric Spell Level - which makes a Cure Light Wounds a
*I want a way to access the user's level for use in calculations determining damage of spells. I'm not into using multiples of INT or doing INT divided by some number in damage. *A way to use random number function inside of calculate *Ability to use if- then statements, maybe case too.
haha here I was hoping it was a mod resource and it's a wishlist. Good points though! Having played GC and FFH2, I agree. I also support RiFE (Think of FFH2 but more factions/spells/everything. )
Q: Why do people make mods? A: They make the mods they would like to play. Having said that, I'd like to start making a mod based on good ol' DnD. I'm intending on releasing a universal spells/items pack, that's pretty much usable in any D&D setting or persons just wanting to enhance the overall Elemental game. Later, I'd like to do a Forgotten Realms overhaul. Not Decided on all factions but looking at Menzoberranazan for Drow and Zhentil Keep. Als
2 different attempts and both fail. No crash but spell doing 0 dmg is FAIL. Just for kicks here is the latest I've tried. [code="xml"] Unit CurHealth <Calculate InternalName="CasterCurrentLevel" ValueOw
I hate reading posts like this. I haven't played a ton of games, but I didn't have excess money till I had several large cities and only then did I have wealth. Before I had to scrape by and save up. I wonder if map size is a factor in this. I am playing from a frame of reference on small maps with 6-8 others. You just do have enough space to build a city or two before your border meets theirs. I'm just saying from my play perspective I don't see money