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Author Topic:   Dungeons and Dragons mod
Krauseman
Serf

Posts: 3
From:
Registered: Dec 2001

posted 05 December 2001 01:45     Click Here to See the Profile for Krauseman   Click Here to Email Krauseman        Reply w/Quote   
I posted this idea on the forums at diabloii.net and it seemed to generate positive comments, and someone else has already asked to help. However, I have no experiance in mod making, and some of the things I want to do, I don't even know if I can.
Here's a list of things I want to change.
- no magical items, only uniques. I think I can do this, but not positive. How would I go about getting rid of charsi's imbue, since it generates a rare? Of course, I could have magical suffixes such as '+1', and '+2'.
- rearrangemen/redesign of skills. Can the same skill be used by different charecters? Can I give the druid skills to summon such things as swarms and beetles, in addition to his normal summoning skills?
- no level up stats (or lam essen's tomb). I think it's possible, but can it be done through txt files?
- max level of 18. I know this can be done, but I don't know how.
- one thing I thought of, but don't have my heart set on, is letting charecters complete quests multiple times. Like having them reset on game creation. Maybe.

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mandzo
Moderator

Posts: 658
From: Bulgaria,Sofia
Registered: Aug 2001

posted 05 December 2001 10:27     Click Here to See the Profile for mandzo   Click Here to Email mandzo        Reply w/Quote   Visit mandzo's Homepage!
here is what i think

1 about making all items unique if you make them all unique there will be no normal items right so there will be no items to imbue and you must be crazy to make so many uniques
2 sure you can have one skill on every char but you cant create a new skill like a new summoning skill
3 sure i can do this for you but about lam essen tomb i dont think that you can remove it
4 to set the max lvl to 18 you must edit the experience.txt but it will be very hard to balance the game this way (no stats only 18 lvl mean only 18 skill +the quest about 30 i think) but you can make the game to give like 2 or skill points per level or make every char have only 5-6 skills
5 the thing with the quest is imposible unless you work in Blizzard

i hope that will help you reply if you have any more questions

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the next beta is coming and its beter then ever

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Krauseman
Serf

Posts: 3
From:
Registered: Dec 2001

posted 05 December 2001 15:11     Click Here to See the Profile for Krauseman   Click Here to Email Krauseman        Reply w/Quote   
About my no magical items. I've been looking at weapons.txt, and I can make the vendors not sell magical items, but is it possible to make monsters not drop them? so, it's like, technically, they do exist, but the charecter will never see them. Is this possible?

And with experiance, all monsters and level requirements will be per 2nd Edition player's handbook, with level 20 at about 3,000,000 exp. Is it possible to have a level 19, but with like 100,000,000,000 exp. So if all magical suffexes are clvl 19, they would never drop. Could this work?

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Waving not Drowning

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FoxBat
Moderator

Posts: 1618
From: PA, USA
Registered: Feb 2001

posted 05 December 2001 15:26     Click Here to See the Profile for FoxBat   Click Here to Email FoxBat        Reply w/Quote   
Magical items exist in D&D, albiet not as many. Why remove ALL of them?

It is easy to make many quests uncompletable. To avoid charsi's imbue, just remove the Malus. To avoid the book quest, just remove lam elsen's tome from the ruined temple. These are objects in the ds1 files which you can edit with Iswelio's level editor.

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Fuzzbox
Squire

Posts: 42
From: uk
Registered: Sep 2001

posted 05 December 2001 17:02     Click Here to See the Profile for Fuzzbox   Click Here to Email Fuzzbox        Reply w/Quote   
the easiest way to disable magical/rare items is to put all the magic prefixes/suffixes as not spawnable (spawnable column set to blank) and not appear on rares (rare column set to blank).

i'm doing this to start out my new mod as i'm making VERY few new prefixes and a few new suffixes.

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Krauseman
Serf

Posts: 3
From:
Registered: Dec 2001

posted 05 December 2001 21:37     Click Here to See the Profile for Krauseman   Click Here to Email Krauseman        Reply w/Quote   
Well, my original plan was to make the stuff like 'Dagger +1' as a unique. However, after some thinking, I decided that I could have two seperate +1 suffixes for armors and weapons, by useing the +to damage, +to AR type suffixes.
Currently, amulets are going to be cloaks, because amulets are very rare in DnD, even compared to magical cloaks, plus, I have nowhere else to put cloaks. I'd like to have boots increase speed.

Does anyone know how the game calculates wether or not you hit a monster? And if it's possible to change it, if need be?

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Waving not Drowning

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Thunder
Honorary Warlord

Posts: 429
From: Greece
Registered: Jul 2001

posted 05 December 2001 22:33     Click Here to See the Profile for Thunder   Click Here to Email Thunder        Reply w/Quote   
Everything you stated in your initial message can be done.
Removing stat points requires dll editing and (for v1.09 - v1.09b) you can find how to do that in the code editing forum in my thread "How to change the skill points per level and other staff" along with other things.
Reseting the quests can be done through a character editor. However I do not recomend doing do for quests that must be completed in order to finish the game.

One more thing.
Another modder was asking opinions about creating an AD&D mod, and, as far as I know, he had made some progress on it. You might want to do a search in the forum about that and contact him for more details.

Good luck.

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I just know that I know nothing - Socrates

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