effect of race
#1
Posted 11 May 2005 - 08:33 PM
Also how are Dryads supposed to be propagated (ie do they need males or just an acorn .
Thanks
#2
Posted 12 May 2005 - 12:13 PM
- The transitioned former modder once known as MTS.
#3
Posted 12 May 2005 - 12:24 PM
As for your other question, I really don't think it is actually the case - what dryads are you looking at, and in which game? Anyway, it makes practically no difference in the normal course of the game (unless attacking a racial enemy).
Yikari, monk NPC
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#4
Posted 12 May 2005 - 12:48 PM
Kummalliset kalat liukuvat syvyydessä,
tuntemattomat kukat loistavat rannalla;
olen nähnyt punaista ja keltaista ja kaikki toiset värit -
mutta ihana meri on vaarallista nähdä,
se herättää tulevien seikkailujen janon:
mitä on tapahtunut sadussa, on tapahtuva minullekin.
- Edith Södergran
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#5
Posted 12 May 2005 - 04:17 PM
#6
Posted 12 May 2005 - 04:45 PM
Any idea what the effect of this is?
It controls how varous spells/abilities/effects will affect the creature. I think the basilisk setting for the dryad is probably a bug. Theoretically you could chose basilisk as a speices enemy and get the bonus against the BG2 dryads. In BG1 the race was set to unknown (0).
It should not be too hard to add what is needed to make the Dryad race visible.
I am interested in how you are going to get around the fact that dryads can only travel 360 yards from their oaks, if this is going to be a recruitable NPC.
#7
Posted 12 May 2005 - 07:17 PM
To make her a recruitable NPC I was considering having her to be only half dryad. That was the question about how dryads propagate normally.
The father/creator is intended to be a Wizard/alchemist that specializes in flora and their uses in poisons and medicines. She is the result of some experiments with some very unusual and extremely toxic plants.
#8
Posted 13 May 2005 - 04:30 AM
It should not be too hard to add what is needed to make the Dryad race visible.
It's not possible to make it appear on the character record screen, as Meira said.
< jcompton > Suggested plugs include "Click here so Compton doesn't ban me. http://www.pocketplane.net/ub"
#9
Posted 13 May 2005 - 05:08 AM
The makers of the game obviously made the standard races visible and I could have sworn thier were a few total conversions out there that had nonstandard races.
#10
Posted 13 May 2005 - 08:02 AM
As for TCs with non-standard races, I can't think of any that have overcome this issue... ToIW was doing subraces as kits, and GoI was replacing Halforcs to add their minotaurs.
< jcompton > Suggested plugs include "Click here so Compton doesn't ban me. http://www.pocketplane.net/ub"
#11
Posted 13 May 2005 - 03:09 PM
Edited by oralpain, 13 May 2005 - 03:09 PM.
#12
Posted 14 May 2005 - 02:54 AM
50 1 HUMAN 2 ELF 3 HALF_ELF 4 DWARF 5 HALFLING 6 GNOME 7 HALFORC 101 ANKHEG 102 BASILISK 103 BEAR 104 CARRIONCRAWLER
etc...
< jcompton > Suggested plugs include "Click here so Compton doesn't ban me. http://www.pocketplane.net/ub"
#13
Posted 14 May 2005 - 03:18 AM
How does the game link the races name string to the numbers in the RACE.IDS?
It's hard-coded in the .exe. The first x race types have a string which is displayed in on the record sheet (x is the number of playable races... 7 IIRC). The other races don't.
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#14
Posted 14 May 2005 - 04:59 AM
How does the game link the races name string to the numbers in the RACE.IDS?
It's hard-coded in the .exe. The first x race types have a string which is displayed in on the record sheet (x is the number of playable races... 7 IIRC). The other races don't.
Thanks.
I was suspecting that it this was the case, but hoping that the game just took the race IDS number and gave it a string value in the dialog file. Oh well.
#15
Posted 27 May 2005 - 04:48 AM
Through lightning, travel shadow,
Through hell and all above,
Surviving sword and arrow,
Bound stronger by the love
***
And in the end a witness,
To where the death has lain,
Silent through the sorrow,
Where innocents lie slain