NiGHTMARE Posted December 16, 2005 Share Posted December 16, 2005 I've been thinking about what could be done in Divine Remix, Arcane Remix and certain other mods once GemRB reaches a fully playable state, and it has inevitably raised a few of those infamous "will X be possible" questions. I think I may have asked about a few of these way back when GemRB was hosted at TeamBG; if so, please forgive my poor memory . 1) New, non-replacing classes and races 2) Additional multi and dual-class combinations (e.g. fighter/bard) 3) New menus and screens during character creation (e.g. sub-races) 4) Kit menus for barbarians, monks, sorcerers and multi-classes 5) Kits being able to use a different class' item restriction flag (e.g. a cleric kit using the fighter restriction flag) 6) Spell selection during character generation assigned via a 2DA 7) Spellcasters having no/a higher limit on known and memorized spells 8) Additional level-up screens (e.g. for non-weapon proficiencies) Link to comment
Avenger Posted December 17, 2005 Share Posted December 17, 2005 I think i've said many times that menus are customisable as they are all written in Python. If you compare the different official games, you will see large differences, all those differences are soft-coded (in python/new 2da's). This includes the whole character generation/level up process. You can also move the unusability flags around (since the different games use them differently). There won't be new flags however, there are about 64 bits. You can assign them to any conventional stat (like alignment, class, race, kit) or a new one (like gender, skill, etc). Thinking about your questions: Kits of a certain class that use usability flags of another class. I think this is only possible if you introduce a third class, so it isn't exactly what you want. This is because class usability is assigned to a class (more classes can share the same usability bit). This is the same as kits of a certain class that use a different hit dice, or saving throw table. As those things are assigned to classes rather than kits, you'll need a new class. I guess, this isn't a terribly big problem. Link to comment
Sir-Kill Posted January 8, 2006 Share Posted January 8, 2006 (like gender, skill, etc). I wanted wtp to have different stats for males and females also different kits too. something where as a male would get a + to st and a - to con and the opposite for females. Will that be possible in GemRB!? Link to comment
Avenger Posted January 8, 2006 Share Posted January 8, 2006 It is character generation Heh, even arbitrary stat based restrictions will be possible as the equip/unequip is also scripted! So, you can put chainmail bikinis only on females! Link to comment
Sir-Kill Posted January 8, 2006 Share Posted January 8, 2006 hehe exellent! man GemRB! will be sweet thanks! oh BTW I can/will make the Chu/gui for GemRB not the script tho if you need Link to comment
Avenger Posted January 8, 2006 Share Posted January 8, 2006 Ok, to demonstrate the easiness of this, in red i will add the parts that should be added for a gender specific modification. The other lines already exist in guicg4.py def CalcLimits(Abidx): global Minimum, Maximum, Add RaceTable = GemRB.LoadTable("races") Abgenad = GemRB.LoadTable("ABGENAD") Abracead = GemRB.LoadTable("ABRACEAD") Abclsmod = GemRB.LoadTable("ABCLSMOD") Gender = GemRB.GetVar("Gender")-1 Race = GemRB.GetVar("Race")-1 RaceName = GemRB.GetTableRowName(RaceTable, Race) Minimum = 3 Maximum = 18 Abclasrq = GemRB.LoadTable("ABCLASRQ") tmp = GemRB.GetTableValue(Abclasrq, KitIndex, Abidx) if tmp!=0 and tmp>Minimum: Minimum = tmp Abracerq = GemRB.LoadTable("ABRACERQ") Race = GemRB.GetTableRowIndex(Abracerq, RaceName) tmp = GemRB.GetTableValue(Abracerq, Race, Abidx*2) if tmp!=0 and tmp>Minimum: Minimum = tmp tmp = GemRB.GetTableValue(Abracerq, Race, Abidx*2+1) if tmp!=0 and tmp>Maximum: Maximum = tmp Race = GemRB.GetTableRowIndex(Abracead, RaceName) Add = GemRB.GetTableValue(Abracead, Race, Abidx) Add = Add + GemRB.GetTableValue(Abclsmod, KitIndex, Abidx) Add = Add + GemRB.GetTableValue(Abgenad, Gender, Abidx) Maximum = Maximum + Add Minimum = Minimum + Add if Minimum<1: Minimum=1 if Maximum>25: Maximum=25 return The abgenad.2da table would look like this: 2DA 0 MOD_STR MOD_DEX MOD_CON .... MALE 1 0 -1 FEMALE -1 0 1 And you don't really have to modify any chu files Link to comment
Sir-Kill Posted January 8, 2006 Share Posted January 8, 2006 heh, no the chu was OT just offereing my help the chu was about kits and classes when that need reworking. but thanks for the info and sorry for highjacking this thread Link to comment
Nerik Posted January 10, 2006 Share Posted January 10, 2006 Are there plans to expand the number of wizard schools to include the various 'Effect' and 'Thaumaturgy' schools introduced in Tome of Magic and PO: Spells & Magic (or even the numerous specialised spell list included in the Wizards Spell Compendium)? Likewise, are there plans to introduce priest spell spheres (at some level I suppose there must be some mechanism like this to handle the d&d 3.0 divine spell domains from IWD II). This would simplify the coding of mods like Divine Remix. The virtually unlimited number of animation slots would vastly simplify the addition of new creature animations, while the proposed addition of 3d models would allow the use of animations from NWN. A lot to look forward to. Charles Link to comment
Avenger Posted January 10, 2006 Share Posted January 10, 2006 No plans to add new wizard schools, as this is completely up to modders. Modders will be able to add new wizard schools Heh, they will be able to add new classes, then what's a school compared to a class. Schools will be handled just like any other kits. I doubt you will be able to use nwn's 3d avatars, as we plan to support blender only. We don't plan to add support for any proprietary format other than the original engine's filetypes. Even if that fileformat is used in another bioware game. This would just make more problems for us. You are right about iwd2, we should implement a very flexible spell type system which will support iwd2 style spell categories. Link to comment
Sorrow Posted January 11, 2006 Share Posted January 11, 2006 Will making a critical hits table be possible in GemRB? Link to comment
Avenger Posted January 11, 2006 Share Posted January 11, 2006 I don't exactly know what you mean. But these are the critical hit related stuff i plan. mandatory (as it is in a game or two): critical hit modifier (19-20, 18-20, etc) - this exists in bg2,iwd2 critical hit damage multiplier - this exists in iwd2 setting which equipping slot (if any) will prevent critical hit if an item is there - this is required because we got customisable slots alternatively this critical hit blocking ability might be associated with itemtypes - this isn't decided yet gemrb enhancements: A trigger (CriticallyHitBy), very similar to HitBy/DamageTaken triggers Setting itemtypes (or items) which don't prevent critical hit even if equipped opcode to protect against critical hits - uhm, i'm unsure if this exists in a game so it could be mandatory possibly: critical hit spell effect to apply - this is very volatile atm. Basically, as with any other features: gemrb will be flexible enough to support iwd2/bg2 style critical hits. All these features will be implemented in a softcoded way, so tweaking them will make much more possible. Also, if something seems possible and easily added, i will add it, but at this moment, i don't see all the possibilities. Adding something here isn't that complex anyway, it is much more complex to render the animations/actors in the correct order It is important to research iwd2 about these kind of things, because i suspect iwd2 has lots of unknown features and it won't do any good to reimplement stuff already done. Link to comment
Sorrow Posted January 12, 2006 Share Posted January 12, 2006 I was thinking about Player's Option: Combat & Tactics style critical hits, which are very alike Fallout ones. Link to comment
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