Slowdive's Little Daily Blog
Re: Slowdive's Little Daily Blog
I added the basic parts for prohibiting spell casting if currently silenced. I think at this point I will start flushing out all the larger parts and add the details as I go. I'll start with creating all the standard races first. Then I'll move on to finishing up the standard player classes, then spells and traits.
Re: Slowdive's Little Daily Blog
All this looks and sounds good, slowdive. Getting closer and closer to fill out the collection of similar spells that were available in the Gold Box games. The introduction of new spell effects (mirror image, stone skin and silence) is exciting.
Re: Slowdive's Little Daily Blog
Thanks Dorateen! I think with the addition of touch/attack based spells (require a successful hit) as well will add some new tactics. Spells like shocking grasp or cantrips that use little or no SP, do minor damage, and require a successful attack role.
Re: Slowdive's Little Daily Blog
So for now, the default races will be human, dwarf, elf, halfling, and gnome. The default classes will be fighter, paladin, ranger, cleric, druid, thief, and wizard. I started working on a list of spells for each of the classes. So far I have 24 for wizard, 31 for cleric, and 29 for druid. Paladin and ranger have a fewer amount from cleric and druid spells. So far I just have things listed in Excel, but I will start creating them in the IBbasic data editor once I have them all worked out.
Re: Slowdive's Little Daily Blog
Yesterday I worked on fully implementing racial traits. I saw that I had them in the toolset, but they were not being used in the engine. I have everything working now so Elves are immune to sleep, Halflings have a +1 to AC and +1 to all saving throws, and Gnomes have +1 to AC. I also fixed a few bugs with calculating saving throw values from racial traits, items, buff effects, etc. I also added the saving throw values to the character sheet again.
Below is a halfling with the +1 AC shown and the +1 to each saving throw (the default was 0,2,0) Next, I want to go back to using Constitution and Wisdom in IBbasic so I'll add that back in and adjust the Player Classes and Race modifiers as needed.
Below is a halfling with the +1 AC shown and the +1 to each saving throw (the default was 0,2,0) Next, I want to go back to using Constitution and Wisdom in IBbasic so I'll add that back in and adjust the Player Classes and Race modifiers as needed.
Re: Slowdive's Little Daily Blog
Today I continued working on the spell lists. I also started adding the code for transfer type effects. These type of effects will transfer HP or SP from the target to the sender (caster or trait user or item user). This effect could be used for a minor drain spell, vampiric spell, magic drain spell, vampiric dagger, or a wand of energy drain. I also finished adding Constitution and Wisdom back in and adjusted the SP attribute for all player classes. I added a Half-Orc race as well.
Re: Slowdive's Little Daily Blog
I have the transfer hp or sp effect working now. I also have the require successful attack working for spells as well. So now you can have spells that require a successful to hit roll before they will apply their effect. I created a Mage Blast spell (level 0 cantrip type thing) that uses 0 sp and does a small amount of damage (1d3/level) and requires a successful hit roll. I also created a Minor Drain spell that requires a successful to hit roll and drains a target of 1d4+1 hp and transfers it to the caster (see below):
I'm still working on creating all the spells in the editor, but I do have a complete list of what I want in an Excel spreadsheet now.Code: Select all
Class Level Name attack SP cost damage heal buff/debuff
Wizard 0 Mage Blast yes 0 1d2/lvl
1 Flame Fingers 7
1 Mage Bolt 5
1 Mage Armor 7
1 Minor Drain yes 1d4 1d4
1 Sleep 10
3 Mirror Image
3 Stinking Cloud
3 Energy Drain Yes drain SP
3 Web
3 Silence
3 Vocalize
5 Vampiric Touch Yes
5 Fireball
5 Haste
5 Hold
5 Lightning Bolt
5 Slow
7 Dispel Magic
7 Minor Globe of Invulnerability blocks 1-3 level spells, not dispel magic
7 Stoneskin
7 Greater Mirror Image
7 Dimension Door
7 Cloud Kill
Cleric 1 Bless
1 Magic Stone
1 Cure Light Wounds
1 Protection (from evil)
1 Elemental Resistance
1 Spiritual Hammer yes
3 Blast of Light
3 Cure Moderate Wounds
3 Hold
3 Silence
3 Vocalize
3 Neutralize Poison
5 Greater Elemental Resistance
5 Mass Elemental Resistance
5 Mass Minor Heal
5 Cure Serious Wounds
5 Prayer
5 Free Action
7 Cure Disease
7 mass protection
7 Cause Disease yes
7 Dispel Magic
7 Defensive Stance
7 Cure Critical Wounds
Druid 1 Cure Light Wounds
1 Endure Elements
1 Entangle
1 Longstrider
1 magic stone
1 Barkskin
3 Insect Swarm
3 bull's strength
3 cat's grace
3 Ice Storm
3 Hold
3 Gust of wind (knockdown)
5 call lightning
5 cure moderate wounds
5 neutralize poison
5 Remove disease
5 spike growth
5 Free Action
7 sleet storm
7 Dispel Magic
7 Cure Serious Wounds
7 Flame Strike
7 Spike Stones
Re: Slowdive's Little Daily Blog
Nice additions!
Re: Slowdive's Little Daily Blog
Thanks Pongo, the new additions should be fun to use. Especially once I increase the creature AI
Today I finished more of the spells. I have most all of the wizard spells created and tested. I'll start on the cleric and druid spells tomorrow. Paladin and Ranger spells will come after that (they are really just selecting from the cleric and druid list so will be very quick).
Re: Slowdive's Little Daily Blog
I'm a little more than half way through the cleric spells now. I'm flushing out the spreadsheet at the same time as it helps me when creating the spells/effects in the data editor. It also helps me see all the data at a glance so I can create more balance when choosing the amount of SP for each, the amount of damage, the range and AoE.