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The Black Wyrm's Lair Terms of Use |
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![]() Eminence Grise Machiavelic ![]() Mod Developer Posts: 244 Joined: 12-November 04 From: Monthléry ![]() |
Here are some of the skills featured in ROTM. From left to right: plant lore, poisons, forge, conceal, disguise, hunt and beasts lore.
Plant lore: the ability to find, pick up and use various plants to brew potions; Poisons: allow you to brew and use poisons; Forge: pretty obvious I suppose; Conceal is the thief skill stealth, just renamed ; Disguise: change your face to be unrecognized or mimic someone else. Hunt: like the tracking ability, but more, allows you to set traps; Beast lore: depending of the level, you gain advantages above beasts (like AC and THAC0 bonus), or you can even tame a beast to make a companion of it.
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#2
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![]() Eminence Grise Machiavelic ![]() Mod Developer Posts: 244 Joined: 12-November 04 From: Monthléry ![]() |
Well, thanks to igi, I've understood many things about scripting.
How it works: ar the character creation, you choose spells. Scripts check the spells, then remove them and give you fully functionnable skills. In fact, many of those skills are used with an invisible creature: poisons, disguise and forge needs one (or at least a talkable item). So test them is not difficult but extending the skill to make it usable at nearly every step of the game is... it's a frightful work, man! |
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