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The Black Wyrm's Lair Terms of Use |
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#1
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![]() ![]() Mod Developer Posts: 210 Joined: 3-December 05 ![]() |
After all this years, it's good to start a new thread
![]() Side work: - Monsters : preparation task (sort, group, and find stats) : 100% - AI script (complete rework in progress) : 50% Main component: - BG1 Monsters : 10% - BG2 Monsters : 0% - BG1 Adventurers: 0% - BG2 Adventurers: 0% At this moment, it seems that I undo some of my previous work (compared to old progress report). This is true, but it isn't the same quality, it is a lot higher now. With my new own tools and material, I'll be able to work 5 times faster on main components later on and still get an overall better result. This post has been edited by aigleborgne: Jun 22 2011, 06:41 AM |
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#2
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![]() ![]() Mod Developer Posts: 210 Joined: 3-December 05 ![]() |
I have finished all cleric and druid scripts.
For maintenance and improvement issues, I have made some changes in my generator. Now, each block can be associated with a level, so when I generate a script, I can restrict all blocks to a maximum level. This way, I have one file containing all spells : cleric and druid. Then each script set their own level variable. Drawbacks : I can't make specific spell order Advantages : adding a new spell, modifiy spells conditions, change order... and it happens often currently! I have started to work on mage scripts and with Spell Revision, I am very happy to make spellbooks! I use PnP rules to make spellbooks : a kit must have at least one spell of its school memorized, and when it is not too much, I use PnP opposite schools. So conjurer can't access to invoker spells. I think it is more balanced but can be seen as a nerf because players don't have these restrictions. But Spell Revision help a lot here, with many spells that was useless before and are now good ! Kits try to use many spells of their own schools, but I am often limitated with balance and spells availability. |
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