Ah!!!!!!!! Not another version of BP Detectable Spells (...not that it isn't very useful for what it does...and you've got to love that table thingee built into the install)...but...
Horred delivered his mostly finished re-vamped version of Detectable Spells to me. I told him I would find a way to get in finished and rolled out.
Why don't we start now? I think we can dump all the code to the wiki at G3 for all to see, give it a (day, week, two weeks?) for all to debate and then finish it and go from there.
Then comes the fun of recoding all our mods and getting earlier DS adopters to adopt the new code as well...but that is there, rather than here.
Watcha think?
cirerrek
Member Since 04 Sep 2002Offline Last Active Feb 10 2007 08:14 PM
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In Topic: Conflict with D0Quest Creatures&Area Improvements
30 October 2006 - 09:36 PM
In Topic: Monks Unarmed Attack Sequence?
04 September 2006 - 04:30 PM
The animations can be altered.
IIRC, someone back in the TeamBG days had gone in a streamlined some the kicks and strikes to make them appear more biomechanically correct.
I don't have the files. Not sure if anyone does at this point (maybe hlidskialf, if he is still lurking, or The Wizard?). I'm also not sure what files might require editing.
IIRC, someone back in the TeamBG days had gone in a streamlined some the kicks and strikes to make them appear more biomechanically correct.
I don't have the files. Not sure if anyone does at this point (maybe hlidskialf, if he is still lurking, or The Wizard?). I'm also not sure what files might require editing.
In Topic: Legal Hide
31 August 2006 - 08:59 PM
1) Use a big list of all the armors in the game in your script
2) Add a 'while equipped' effect that sets a stat for every armor in the game so you can detect whether on not thieving skills like hide can be used with that type of armor through the script.
Watch out on what stat you use. Detectable Spells/Effects uses a bunch (if not all) of the available ones.
2) Add a 'while equipped' effect that sets a stat for every armor in the game so you can detect whether on not thieving skills like hide can be used with that type of armor through the script.
Watch out on what stat you use. Detectable Spells/Effects uses a bunch (if not all) of the available ones.
In Topic: What Ability Ranks Mean
23 May 2006 - 10:32 PM
I believe in the context of (A)D&D, a demigod is simply a lesser god, not someone who has divine lineage. At the conclusion of ToB the PC can ascend to demigodhood, I believe.
This is simply my muddled understanding though; you'll need someone who actually has a better handle on gods and/or rulebooks for a definitive answer.
I believe D&D sort of takes the classic mythology view of a diety status determination.
1) The DM gets to decide
2) A demigod is either a non-widely worshipped god, or the offspring of a mortal and a god. The particular power level of the demi-god is typcially determined by parentage...the son/daughter/offspring of a greater/elder god is going to be more powerful than the son/daughter/offspring of a lesser god. See Hercules son of Zeus
3) In rare instances a mortal can ascend directly to demigod status - See Yama - Indian God of Death
4) Occasionally mortals become so powerful or they are such pillars of their faith that they can become paragons (e.g. Paragon of Virtue for a good mortal or Mr. Despicable for an evil mortal...that last part was a joke ). I think Math, a Celtic mortal that ascended to godhead, falls under this category. St. Cuthbert of the Mace also (Greyhawk).
5) Slaying a god and taking their mantle might be enough in certain instances, although no guarantees that you immediately ascend to the same power/status level...you might have to start from the bottom. See Cyric Forgotten Realms
6) Or their is Dragonlance, where anyone over 18th level got kicked off Krynn by the gods (at least I recall something to that effect).
7) Having certain artifacts in your possesion might also lend a mortal the equivalent of demigod or greater status, especially if the item allows to commune/channel a dieties's power.
I think the Basic D&D sets (I'm thinking the green books, with the Knight weilding a two handed sword while facing a dragon?) had some more info about how a mortal might become a deity in the scope of D&D
In Topic: What Ability Ranks Mean
20 May 2006 - 11:59 PM
Looking at it from a numbers standpoint. In the campaigns I played in my youth, we typically stuck to the following format.
Roll 3d6 (No 1's 2's or 3's allowed)
All 4's All 6's
STR 12 18
DEX 12 18
CON 12 18
INT 12 18
WIS 12 18
CHA 12 18
Total 72 108
The reason being that if you weren't significanty above average, you'd be dead in short order.
Think about say Navy Seal teams. Highly trained, highly motivated, well equipped and they still occassionally get their asses handed to them when something goes wrong.
I've never played with a D&D group or DM that was capable of even coming close to that level of organization.
Titihius checks the door for traps and finds that it is locked. Using his trusty thieves tools he manages to pick the lock with a only a minor amount of noise. Pausing to listen, he hears nothing from the room beyond. He looks to his party of comrades and gives them the clear sign. Gorban the Destroyer motions for Tithius to get on with it and open the door. The party girds their loins in preparation for what might lie ahead. Ever so slightly, Tithius depresses the door latch and gives the door a sligth push. The door swings noiselessly open on well oiled hinges exposing a dimly lit chamber and a figure holding a crossbow. Tithius doesn't even have time to say a prayer to the gods before a bolt from the crossbow slams into his forehead. He falls to the floor stone dead. Heavily armed troopers stream into the hallway arms at the ready. (Party -1, Heavily Armed Troopers = +1)
With the individual effort I've seen from most adventuring parties, you'd need to be the best of the best or the odds of dying quickly would be high.
I'd like to read a book about a group of adventures that did plan everything to a T, then relied on personally ability+teamwork when the plan met the enemy.
Bard goes off to barding college to ask about local lore - what might they be up against
Cleric goes off to temple to pray for guidance on their upcoming adventures (read cast lots of divination spells, purchase medical supplies, and healing spells/potions)
Mage hits the library/magical school with a similar mission to the bards
Druid goes to talk with the local herbalist - local flora, fauna, herbs, etc.,.
Fighters wander down the local garrison to talk shop with the local militia forces
Thief heads to the thieves guild to pick up caltrops & marbles (in case they need to beat a retreat), tanglefoot bags for disabling opponents, flash bombs to be tossed into rooms in order to blind their occupants).
Maybe not high fantasy, but crap, lets run into a room filled with Medusae without a mirror. My saves are good. Are yours?
Roll 3d6 (No 1's 2's or 3's allowed)
All 4's All 6's
STR 12 18
DEX 12 18
CON 12 18
INT 12 18
WIS 12 18
CHA 12 18
Total 72 108
The reason being that if you weren't significanty above average, you'd be dead in short order.
Think about say Navy Seal teams. Highly trained, highly motivated, well equipped and they still occassionally get their asses handed to them when something goes wrong.
I've never played with a D&D group or DM that was capable of even coming close to that level of organization.
Titihius checks the door for traps and finds that it is locked. Using his trusty thieves tools he manages to pick the lock with a only a minor amount of noise. Pausing to listen, he hears nothing from the room beyond. He looks to his party of comrades and gives them the clear sign. Gorban the Destroyer motions for Tithius to get on with it and open the door. The party girds their loins in preparation for what might lie ahead. Ever so slightly, Tithius depresses the door latch and gives the door a sligth push. The door swings noiselessly open on well oiled hinges exposing a dimly lit chamber and a figure holding a crossbow. Tithius doesn't even have time to say a prayer to the gods before a bolt from the crossbow slams into his forehead. He falls to the floor stone dead. Heavily armed troopers stream into the hallway arms at the ready. (Party -1, Heavily Armed Troopers = +1)
With the individual effort I've seen from most adventuring parties, you'd need to be the best of the best or the odds of dying quickly would be high.
I'd like to read a book about a group of adventures that did plan everything to a T, then relied on personally ability+teamwork when the plan met the enemy.
Bard goes off to barding college to ask about local lore - what might they be up against
Cleric goes off to temple to pray for guidance on their upcoming adventures (read cast lots of divination spells, purchase medical supplies, and healing spells/potions)
Mage hits the library/magical school with a similar mission to the bards
Druid goes to talk with the local herbalist - local flora, fauna, herbs, etc.,.
Fighters wander down the local garrison to talk shop with the local militia forces
Thief heads to the thieves guild to pick up caltrops & marbles (in case they need to beat a retreat), tanglefoot bags for disabling opponents, flash bombs to be tossed into rooms in order to blind their occupants).
Maybe not high fantasy, but crap, lets run into a room filled with Medusae without a mirror. My saves are good. Are yours?
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