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
Supreme Shogun
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
Thanks. I believe you're right on. I'll give it a try and report back.
Sleep/Rest well Cephalo. Probably can't say it better than StevenAus, so yeah what he said. [e digicons]:thumbsup:[/e]
I love this mod! Thanks for the updates.
[quote who="FatNonFree" reply="140" id="2855519"]but I loved the floating monsters![/quote] Well you can un-comment those if you miss the great scimitars of death. [e digicons]:thumbsup:[/e] Thanks Impinc and Heavenfall, really love the mod.
You won't miss your old exe. [e digicons]:)[/e]
I was thinking of modding some spells myself and I had a question about random numbers. Is it okay to use certain math functions in the expression? Like RND() for random numbers? Also how do you reference the caster's level instead of his intelligence?
Thanks for Sharing.
Question: What do I need to do, if I don't want to replace but add new spell as outlined in the code above? Next thought, more healy items. Salted pork is good but gimme some leg of mutton!
Awesome x-mas present! Thanks!! Merry Christmas!
Merry Christmas Brad and Stardock!