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Black Rider
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Black Rider


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PostSubject: Module-Mechanics   Module-Mechanics Icon_minitimeTue Jun 08, 2010 10:02 am

Here, we will add ways of how the module is technically working.

It will have posts on, for example, subraces, resting, housing, ...
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Black Rider
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Black Rider


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PostSubject: Re: Module-Mechanics   Module-Mechanics Icon_minitimeTue Jun 08, 2010 10:07 am

Subraces:

We have the following legal subrace-entries (case sensitive!):

Race + subrace
Elf + Qualinesti Elf
Elf + Silvanesti Elf
Elf + Kagonesti Elf
Dwarf + Hill Dwarf (Working ATM but DO NOT USE, because it may be removed!)
Dwarf + Mountain Dwarf (Working ATM but DO NOT USE, because it may be removed!)
Dwarf + Neidar Dwarf
Dwarf + Hylar Dwarf
Dwarf + Theiwar Dwarf
Halfling + Kender
Human + Que-Shu
Human + Que-Kiri
Human + Que-Teh
Half-Orc + Minotaur (only male!)
Half-Orc + Half-Ogre

The engine will "punish" wrong spellings or unknown subrace entries. They have to be LETOed. Illegal races like Half-Orc will not be able to pass the portal into the main gaming area.

---

DLCR Racial Skin Poperties (= some races get a skin applied, which will influence some stats):

REMEMBER to keep a 2x2 space in your 1st inventory field, if the PC gets a subrace skin!

Qualinesti Elf
Skill Bonus: Listen +2
Skill Bonus: Search +2
Skill Bonus: Spot +2

---

Silvanesti Elf
Ability Bonus: Intelligence +2
Decreased Ability Score: Charisma -2*
Skill Bonus: Listen +2
Skill Bonus: Search +2
Skill Bonus: Spellcraft +1
Skill Bonus: Spot +2
(* Edits Oct 2017: Decrease on Charisma removed)

---

Kagonesti Elf
Ability Bonus: Strength +1*
Ability Bonus: Constitution +2
Decreased Ability Score: Charisma -1*
Decreased Ability Score: Intelligence -1*
Skill Bonus: Listen +2
Skill Bonus: Search +2
Skill Bonus: Spot +2
(* Edits Oct 2017: Strength added, Charisma & Intelligence set to -1 instead of -2)

---

Kender
Ability Bonus: Dexterity +2*
Decreased Ability Score: Wisdom -2
Immunity: Miscellaneous: Fear
Saving Throw Bonus: Specific: Fortitude +1
Saving Throw Bonus: Specific: Reflex +1
Saving Throw Bonus: Specific: Will +1
Skill Bonus: Disable Trap +2
Skill Bonus: Hide +1
Skill Bonus: Open Lock +2
Skill Bonus: Pick Pocket +2
Skill Bonus: Spot +2
Skill Bonus: Taunt +2
(* Edits Oct 2017: Dexterity added)

---

Que-Shu
Bonus Feat: Alertness
Skill Bonus: Animal Empathy +3
Skill Bonus: Listen +3
Skill Bonus: Search +3
Skill Bonus: Spot +5

---

Que-Kiri
Bonus Feat: Alertness
Skill Bonus: Animal Empathy +3
Skill Bonus: Listen +5
Skill Bonus: Search +3
Skill Bonus: Spot +3

---

Que-Teh
Bonus Feat: Alertness
Skill Bonus: Animal Empathy +5
Skill Bonus: Listen +3
Skill Bonus: Search +3
Skill Bonus: Spot +3

---

Minotaur (only male!)
Ability Bonus: Strength +2
AC Bonus +2
Decreased Ability Score: Dexterity -2
Skill Bonus: Intimidate +2

---

Half-Ogre
Ability Bonus: Constitution +2
Ability Bonus: Strength +2
AC Bonus +1

---

Dwarves and Gnomes do NOT get any additional sub-race stats!

Beware: The stats might lead to an additional spell slot. Due to technical reasons, the slot is removed upon logging out / re-logging. So a memorized spell in these slots will be lost. Sorry for that, but not fixable (ATM).


Last edited by Black Rider on Sun Oct 22, 2017 11:15 am; edited 14 times in total (Reason for editing : We changed Plainspeople to the proper declention for a single character - just somantics :))
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Black Rider
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Black Rider


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Location : Germany

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PostSubject: Re: Module-Mechanics   Module-Mechanics Icon_minitimeSun Jul 25, 2010 8:37 pm

With the new creature HAKs, we have 2 new races for players:
bounce

We annouced Minotaurs as a playable race. Now they can be customized. We even added NWN2-models (though they have their limitations - see below.)

Module-Mechanics Custom10

Left: 2 customized NWN1-models / Right: 2 examples of the NWN2-models:
Module-Mechanics Custom11

And as a new player-race, we have the Half-Ogre for you, which can also be customized:
Module-Mechanics Custom12

Female models are included!
Module-Mechanics Custom13

Creation:
Race + Subrace

Half-Orc + Minotaur
Half-Orc + Half-Ogre

Quick overview for now:

Minotaurs:
- only male models, so make sure to choose "male" Wink
- cannot use horses.
- charge-widget is BETA!
- NWN2-models don't show equipped armor or shields! Their appearance cannot be changed!
- NWN2-models: Since they are based on NPC-models, they miss some animations like sitting down, bowing, ...

Half-Ogres:
- both female and male models available!
- cannot use horses.

Both races get a tool to customize the looks and a tool to restore the appearance, if the wrong model is shown. (See post below!)

Armor:
There are traders, who sell armor especially designed for minotaurs or half-ogres. Since these models are not NWN-standard models, not every armor-appearance work on them. You could also try out to wear "common" armor, but the chance is high, that certain parts will not show. Keep this in mind, when using the tailor-system to alter your looks! An half-ogre could also wear minotaur armor (and vice versa) but it also won't probably look very fitting.
Armor for these two races are restricted to the base race "half-orc"! And they differ a bit concerning their properties! Wink


Last edited by Black Rider on Fri Aug 19, 2011 6:16 pm; edited 6 times in total
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Black Rider
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Black Rider


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Location : Germany

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PostSubject: Re: Module-Mechanics   Module-Mechanics Icon_minitimeFri Jul 30, 2010 6:54 pm

Known issues, when playing a Minotaur or Half-Ogre:

- Some armors don't show right on the Minotaur model. Have not tested the Half-Ogre with various armors, so we don't know, if that model has the same "problems". We have to evaluate that. Reports on this please into the BUG-section.

- If a player logs off end relogs BEFORE there was a server reset, some scripts from items in the inventory are fired. You will recognize it, when the AFK-conversation-window pops up. Just exit, and you're fine to go.
(This is not a big thing and the fired scripts don't cause any trouble. I spent hours and hours on that, but I still don't understand, why this happens! Evil or Very Mad IT SHOULD NOT... Anyone, who has a clou, feel free to PM me Smile )

Note one the 2 tools:
customize appearance-tool: Here you can change colors, portraits, model (-parts)

Restore appearance-tool: Since these 2 models are no NWN-standard-models, NWN does not recognize them upon entering the mod. The (customized) appearance is (partly) stored in a server-database and upon reentering the server, the according script should restore the chosen appearance. This still has to be tested! So, it may happen, that the toon appears in the form of the base-race, which is "Half-Orc". In that case, use the restore-tool and your appearance will be restored.

HAVE FUN! Smile


Last edited by Black Rider on Fri Aug 19, 2011 6:07 pm; edited 1 time in total
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Black Rider
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Black Rider


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PostSubject: Re: Module-Mechanics   Module-Mechanics Icon_minitimeFri Jul 30, 2010 7:09 pm

We changed the subrace "plainsperson".

The "new" subraces are:

Human + Que-Shu
Human + Que-Kiri
Human + Que-Teh

(Note: Earlier, I announced the "Que Shu" without the "-". Now, it's "Que-Shu" with a "-"!).
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Black Rider
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Black Rider


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PostSubject: Re: Module-Mechanics   Module-Mechanics Icon_minitimeWed Dec 01, 2010 6:22 pm

DLCR-Resting System:

With version 1.080, we have our home made system. There are quiet a few systems out there, but none, which was totally to our (well, probably my  Laughing ) 100% liking. So, here it is:

As before, there are special areas for resting.

Wilderness resting:
The amount of HP-regain is dependent on the camping gear. This, you can purchase in general stores. The combination is checked (eg. nothing, only bedroll, bedroll and tent, etc. ) and the healing is calculated, but you will never heal 100%! (Spells, etc. are restored!). The gear will use up with time. You will be notified, if your camping gear is in a bad shape.

Room resting:
Will restore you to full HPs.
You need to get a "permission" to rest in those "special" rooms (you will be notified by a message) from the inn keeper before you are allowed to rest. The "permission" will be passed out in form o a key, but you don't need it to unlock doors. This item will be removed, when you start to rest. This "permission" costs a few coins.

Free resting:
Some places allow a free rest: No costs and restore to full HPs.


Last edited by Black Rider on Tue Jul 16, 2013 4:49 am; edited 2 times in total
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Black Rider
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Black Rider


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PostSubject: Re: Module-Mechanics   Module-Mechanics Icon_minitimeSat Jan 29, 2011 10:59 am

Additional DLCR-Custom Animations:

Right now, they are activated by a widget / tool, which is automatically added to the inventory. It calls up a dialog. This is a bit quicker than using an additional radial system (IMO).

These animations don't work with the Half-Ogre-model!
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Black Rider
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PostSubject: Re: Module-Mechanics   Module-Mechanics Icon_minitimeSat Feb 19, 2011 9:42 am

Jousing-System
------------------

Right now, we have a working PC vs NPC-sytem. Talk to the NPC-jouster to begin a competition.

You need a warhorse to be allowed to joust! (Problem is, they cost a bit... In a future update, we might provide a warhorse for testing, but it's not in right now.)

At the moment, the outcome is influenced by your riding skill.

If you win, you'll get some coins and XPs. Amount depends on your level.

You might get injured and resting-time is limited! So, you have to decide in time to stop, or you might die! Twisted Evil

If you break a lance, you will be charged some coins.

You cannot leave the area with a lance from the jousting rack.

The whole jousting animation is handeled by a cutscene. So, you can just watch the outcome. The cutscene takes the view, that you have while the conversation with the NPC-jouster is active. Best view in Caergoth West would be behind your PC: Position your view (during the conversation) looking north (PC will start at the red flagged end) and zoomed out a bit.


PvP is still beta. You can sign up or unsign on the wooden podest (Caergoth West). There are is no reward or damage-system at the moment.

Have fun! cheers


Module-Mechanics Dlcr_j10
Preparing for a joust on DLCR

Module-Mechanics Dlcr_j11
Charge!

Module-Mechanics Dlcr_j12
Heavy Hit!


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Black Rider
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Black Rider


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PostSubject: Re: Module-Mechanics   Module-Mechanics Icon_minitimeFri Feb 24, 2012 2:32 pm

I added an "Appearance Tool". With this, you can store the appearance of your toon (race, head, portrait and pheno ATM) and, in case it gets lost (eg. through a system bug), you can restore it with this tool.
Please use it from now on, the first time, when your toon enters the mod and when you made use of the tailor-system.


Last edited by Black Rider on Tue Dec 30, 2014 5:45 am; edited 1 time in total
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Black Rider
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PostSubject: Re: Module-Mechanics   Module-Mechanics Icon_minitimeFri Mar 23, 2012 2:06 am

Info: I added "Theiwar Dwarf" as a subrace. So it should be recognized now.

I also will change the subraces of "Hill Dwarf" to "Neidar Dwarf", and take out the "Mountain Dwarf" and instead add the other clans like "Hylar".

This has NOT been done yet, so please do not make up a hill or mountain dwarf until I made the change.
Thanks
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Black Rider
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PostSubject: Re: Module-Mechanics   Module-Mechanics Icon_minitimeSat Apr 14, 2012 10:33 am

"Neidar Dwarf" as a subrace is working (tested). So should "Hylar Dwarf" (NOT TESTED!).
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Black Rider
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PostSubject: Re: Module-Mechanics   Module-Mechanics Icon_minitimeThu Nov 21, 2013 12:42 pm

DLCR-Hoods:
I didn't like the fact, that, when wearing a helmet, the portrait is still shown and might reveal meta gaming information. So I created a script, which exchanges the portrait to a "neutral" one, as long as that item is eqiupped.

ATM, this is implemented in 2 hoods: Hood (Small) and Hood (Medium).

BUT pay attetion, that you take off the hood, before you log out, because the original ID is not persistent (ATM). If you log out, your character is saved (by default) in its current state, so with the altered portraid, if worn.

Those hoods can be found here:
Solace - General Store
Haven - Sharells Weaving
New Ports - Market - Cloth Merchant
Gateway - Markethouse - General Store
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Black Rider
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PostSubject: Re: Module-Mechanics   Module-Mechanics Icon_minitimeFri Jul 25, 2014 11:21 am

Hoods part 2:

We do have hoods, which change the portrait to a "neutral" one. If logging out with this hood equipped, the original portrait gets lost (This is mentioned, when equipping the hood!).

I found, that the portrait storage was not implemented within the "Appearance Tool". I updated the scripts and removed the old database.

So: PLEASE use your "Appearance Tool" to save your current appearance again NOW (and also for each of your other toons the next time you use them). This way, the original portrait is stored, too, and if you loose your original portrait, you can recover it via this tool.
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Black Rider
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PostSubject: Re: Module-Mechanics   Module-Mechanics Icon_minitimeThu Oct 15, 2015 12:40 am

World map entry:
Module-Mechanics Dlcr_t21

Click the light shafts to enter that part of Krynn. Try to first get near the shaft and pay attention, that you click the right one.

Blue = usable by all
Green = (sub-) race check
Red = alignment check (in this case "evil")
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Black Rider
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PostSubject: Re: Module-Mechanics   Module-Mechanics Icon_minitimeSat Jul 30, 2016 1:16 pm

Exclamation  Exclamation  Exclamation The "export player character tool"  Exclamation  Exclamation  Exclamation
To better the performance of the module and to reduce the chance of lags (or crashes), we've taken out an "auto export characters" function, which was firing on a regular time schedule.
Instead player characters will now be given (automatically on client enter) another small player tool. With this you can export = save your character whenever you feel like it. The player characters will still be exported, when resting or leaving the server, but not necessarily in between! So, you probably should make use of it, when your character has gained something (XP. level, items, coins, ...) to be on the safe side in case of a sudden server crash.
bom
The player tool widget looks like a doll (like the player appearance tool).
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