Author Topic: Altering Races in DC 2.x  (Read 1371 times)

Offline Dinonykos

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Altering Races in DC 2.x
« on: April 29, 2016, 02:14:55 PM »
I planned to alter the races in DC 2.x as I have done in DC 0.914, but there are some things I am not sure about. For example, there are these parameters:
Code: [Select]
DwarfResistance = no
GnomeResistance = no
A assume that these are hard-coded things, right? If I change "Dwarf" to "Helmettiger", for example, that would not influence "DwarfResistance", or would it?

I also wondered if in DC 2.x, Elves still cannot be resurrected and if that is also hard-coded...
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Online Paul R. Stevens

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Re: Altering Races in DC 2.x
« Reply #1 on: April 29, 2016, 03:28:58 PM »
DwarfResistance and GnomeResistance appear to
be independent of the race name if that is what
you mean.  A human can have dwarf resistance.

I have no idea how anyone can get resurrected.
I suggest you try it and submit a bug report with
mini-mod if it does not work as you like.  The word
"Resurrect" does not appear in the code.  Perhaps
it is handled by a script???

Offline Jadefang

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Re: Altering Races in DC 2.x
« Reply #2 on: April 30, 2016, 05:40:41 AM »
The Elf resurrection check is actually contained within the special abilities themselves (specifically, spell_RaiseDead and spell_Resurrection). So that is not hard-coded.

Offline Dinonykos

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Re: Altering Races in DC 2.x
« Reply #3 on: May 01, 2016, 01:13:10 AM »
Thanks, that is both good to know.
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Offline Dinonykos

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Re: Altering Races in DC 2.x
« Reply #4 on: May 01, 2016, 02:27:48 AM »
 :o I see that MUCH has changed since 0.914. So, I will probably have to ask a lot of questions.

For example,
in the race.txt file, there is something called "SkillAdjAbility"
Code: [Select]
SkillAdjAbility (skill name,ability name, mod, num1-num25)What are the 25 ability scores? Can they be found in the "specialAbilities.txt" file?

In the specialAbilities.txt file, there seem to be several things linked to races or classes, for example in the example below, "thief" is mentioned.
Code: [Select]
\(BEGIN)
name = item_Wand
[OnReady] = $VAR name;
-$VAR cls;
-name = $MyIndex();
-cls = $SA_PARAM_GET();
-$IF ($GET_CHAR_Lvl(name,cls) <# 1 && $GET_CHAR_Lvl(name,"thief") <# 10)
- {
- $SET_CHAR_Ready($CharacterContext(),WEAPON,"",0);
- };
\(END)

I assume that I would in such cases have to change the names in the specialAbilities.txt file, too, correct?
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Offline steve_mcdee

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Re: Altering Races in DC 2.x
« Reply #5 on: May 01, 2016, 03:04:10 AM »
I think 1-25 is just the range of permissible values for each of the six ability scores -- STR, INT, WIS, DEX, CHA, CON.

Offline Dinonykos

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Re: Altering Races in DC 2.x
« Reply #6 on: May 01, 2016, 05:57:48 AM »
Hm, but in the races.txt follows:

Code: [Select]
// Skill (text)
// Skills consist of the skill name and the score
// Eg: Skill = DetectGrade,75
//
// SkillAdjAbility (skill name,ability name, mod, num1-num25)
// SkillAdjAbility allows modification of a skill based upon
// an ability. Name, ability, type of modifier, score
// modifier for each of the 25 ability scores
// eg: SkillAdjAbility = Read,Intelligence,%,0,0,0,0,0,0,0,0,85,90,95,100,100,100,100,100,105,110,115,115,115,115,115,115,115

Does that mean a character can get  115 Intelligence?
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Offline steve_mcdee

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Re: Altering Races in DC 2.x
« Reply #7 on: May 01, 2016, 07:50:34 AM »
I think what it means is that you can get 0 chance of reading languages if you have 1-8 intelligence, up to  15% bonus skill at reading languages if you  have 19-25 intelligence.

Offline Dinonykos

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Re: Altering Races in DC 2.x
« Reply #8 on: May 01, 2016, 11:04:10 AM »
 :hiding:

Ach so!

I see I could have guessed that myself, but sometimes... Anyway, this is cool! Thanks!
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Online Paul R. Stevens

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Re: Altering Races in DC 2.x
« Reply #9 on: May 01, 2016, 11:09:35 AM »
Where is Manikus?  Has he passed on to the Great Designer?

At any rate.....all this skill business is his doing.  The
engine knows nothing.  The scripts Manikus wrote
use these skills.  God help us if we have to figure out
what they do without his help.

Offline Milos Gulan

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Re: Altering Races in DC 2.x
« Reply #10 on: May 01, 2016, 11:34:50 AM »
I was wondering that myself, I really miss him. I have him in my FB friends list and if he doesn't answer soon we might think about contacting him about DC. I think he might be busy with his work and his projects.

I know that Sixus1 products got removed from RuntimeDNA store after this New Year, when merger of RuntimeDNA with DAZ3D happened and all their products moved to there excluding some publishers like Sixus1 which went on their own. Similar thing happened to me few years back when my site with my RPG books went down, though this is of course much more serious... I am not sure what will happen to RuntimeDNA site but there is possibility that it will be deleted after new year 2017 so I am still trying to download all I can and I did more then half for now...

Anyway for me it is Easter and I feel like I am stuck in the mud :/ lets hope things will get better. I hoped I will do more but somehow yesterday and today was more about not doing things that I should. I still have 3 days free then I will probably upload new version of my DC mod.

Offline Dinonykos

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Re: Altering Races in DC 2.x
« Reply #11 on: May 01, 2016, 03:12:16 PM »
Where is Manikus?  Has he passed on to the Great Designer?

At any rate.....all this skill business is his doing.  The
engine knows nothing.  The scripts Manikus wrote
use these skills.  God help us if we have to figure out
what they do without his help.

Well, I am optimistic that I can at least now achieve what I want thanks to Steve's, Jadefang's and your hints.
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Offline Dinonykos

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Re: Altering Races in DC 2.x
« Reply #12 on: May 02, 2016, 03:24:19 PM »
I have managed to define new races, baseclasses and classes and seem to have made only 4 mistakes... :)

(I must admit, though, that I have not yet dived into the specialAbilities.txt file...)

But, when creating a character in the game, only seven races are shown, though I have defined 10. Maybe this is on purpose, since Manikus (I assume it was him) has also defined 10 races, but maybe the subterranean races (Drow, Duergar and these underworld Gnomes) should not be displayed in a regular game?
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Online Paul R. Stevens

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Re: Altering Races in DC 2.x
« Reply #13 on: May 02, 2016, 06:04:28 PM »
Quote
But, when creating a character in the game, only seven races are shown,

If you want help with this you will have to
supply the files and some details.  Right now
it would seem that Manikus is absent and
we are on our own    :(

Offline Dinonykos

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Re: Altering Races in DC 2.x
« Reply #14 on: May 03, 2016, 03:20:41 AM »
Hi Paul, at the moment, as far as I can tell, there are already ten races inside the default race.txt/race.dat files, but when starting a game (using the default files!), only seven are shown. Thus, this is not related to my modifications.

I will see if I find a clue to this myself (maybe the amount of shown races is can be set somewhere in the txt-files or in the editor, or maybe it is tied to the races inside the race.txt file). I will cry for help if I do not find a solution...  ;)
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