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Re: [MOD] The Curse of Gothmog

Posted: Sun Jul 13, 2014 12:27 am
by Dr.Disaster
lexdr wrote: v0.92 (2014/07/12)
- allow ranger to learn corresponding spells
- fix empty staffs bonus
Thx for giving rangers the ability back to learn spells.

Yet with your staff/wand modification still in place which turns all drained staffs/wands into melee weapons rangers are still not able to cast any spells. They need an item that allows them to access the casting interface to perform magic. The only staff/wand that currently does this is the firestaff which is a veeeeery long road to go.

If you want to keep magic away from fighters and rogues just set the requirement of (drained) staffs/wands to Spellcraft 1 and give them back their "castRuneSpell" ability. I think that was the whole point for your modification.

Seems i pass on 0.92 until this got fixed.

EDIT
Perhaps you should drop those charges from Dragonspit entirely so it's right away a mace class weapon. The charges being regular fireburst only don't make a lot of sense anyway. As a mace user i'd drain it asap to see if it works out for melee or not.

Re: [MOD] The Curse of Gothmog

Posted: Tue Jul 15, 2014 11:27 pm
by lexdr
Hi, version 0.93 released.
Please try the Dragonspit on both right and left hands...
;)

Re: [MOD] The Curse of Gothmog

Posted: Wed Jul 16, 2014 12:21 am
by Dr.Disaster
lexdr wrote:Hi, version 0.93 released.
Please re-check you staff/wand modifications, there is something fishy going on with it.

While all classes can use the wand/staff charges, some of the wands/staffs simply vanish when the last charge is used by a fighter or rogue. Seen this happen with the Sceptre of Lyf and the Snake Staff.

Also the regular wand - the one with the party heal charges - still becomes a melee weapon once drained. This should not happen; it's the most basic wand around.

About Dragonspit: i can't check it from the console, the original definition dm_staff_dragonspit does not exist anymore.

Re: [MOD] The Curse of Gothmog

Posted: Wed Jul 16, 2014 8:41 am
by lexdr
Dr.Disaster wrote:Please re-check you staff/wand modifications, there is something fishy going on with it.

While all classes can use the wand/staff charges, some of the wands/staffs simply vanish when the last charge is used by a fighter or rogue. Seen this happen with the Sceptre of Lyf and the Snake Staff.

Also the regular wand - the one with the party heal charges - still becomes a melee weapon once drained. This should not happen; it's the most basic wand around.
Exact, this is because I've added a spellcraft requierement of empty staffs to 1 to prevent the use of staff by non mage / ranger and not on charges staffs... Sorry Dr.Disaster but if I still want non mage can use some spell staffs (as lyf) I think I will go back to my first idea of changing empty staff to melee weapons.
I will check tonight.
Dr.Disaster wrote:About Dragonspit: i can't check it from the console, the original definition dm_staff_dragonspit does not exist anymore.
Try with "dm_dragonspit".

Re: [MOD] The Curse of Gothmog

Posted: Wed Jul 16, 2014 9:44 am
by Dr.Disaster
lexdr wrote:
Dr.Disaster wrote:Please re-check you staff/wand modifications, there is something fishy going on with it.

While all classes can use the wand/staff charges, some of the wands/staffs simply vanish when the last charge is used by a fighter or rogue. Seen this happen with the Sceptre of Lyf and the Snake Staff.

Also the regular wand - the one with the party heal charges - still becomes a melee weapon once drained. This should not happen; it's the most basic wand around.
Exact, this is because I've added a spellcraft requierement of empty staffs to 1 to prevent the use of staff by non mage / ranger and not on charges staffs... Sorry Dr.Disaster but if I still want non mage can use some spell staffs (as lyf) I think I will go back to my first idea of changing empty staff to melee weapons.
I will check tonight.
I investigated this a bit further and found that this vanishing of Sceptre of Lyf, Snake Staff or Yew Staff - only these are effected - also happens when a ranger or mage(!) with no skill points in Spellcraft uses the last charge!

Drained Sceptre of Lyf, Snake Staff or Yew Staff can NOT be placed into the hands of characters with Spellcraft 0, similar to regular LoG items with a Spellcraft 1+ requirement like the Orb of Radiance. So this behavior is absolutly ok.

There could be a hidden engine condition check on the Spellcraft requirement >= 1 involved. If this check fails for an already equipped the charged item becoming drained it goes Poof! because the necessary item replace fails: the engine does not permit a Spellcraft 1+ req item in the hands of a character with Spellcraft 0. Since this check is prolly engine-build-in how about moving the to-be-drained wand/staff onto the mouse cursor, dropping it on the floor or even tossing it away in dismay?

EDIT:
checking the Modding section i may have seen a workaround for the Spellcraft check method: Champion:getClass()
When the class is "Ranger" or "Mage", permit that item's use, otherwise reject it.
Yet i got no idea how such an item would behave, so it is a bit of a wild guess.

EDIT 2:
Heh we are blockheads!
Why bother with the spellcraft requirement on wands anyway? After you changed the requirement of all spells being not 0 (zero) rogues and fighters can't cast spells even when they can open the caster interface i.e. by holding the Firestaff.

So there is no more need to switch or increase the usage requirement on wands/staffs. Just set the Spellcraft you like the wand/staff to have so different classes or skill investment grant their use and once drained allow the caster interface to come up. Since it's useless for fighters and rogues it does not matter at all :D

lexdr wrote:
Dr.Disaster wrote:About Dragonspit: i can't check it from the console, the original definition dm_staff_dragonspit does not exist anymore.
Try with "dm_dragonspit".
Hey now THIS is a very cool mechanic! :D

This would be very nice to have on all items with charges like the Ra Blade and others. This way players can choose if they want to use the charge or the alternate attack. This would also be nice for wands/staves to prevent wasting charges!

Re: [MOD] The Curse of Gothmog

Posted: Thu Jul 17, 2014 12:02 am
by lexdr
Dr.Disaster wrote:Hey now THIS is a very cool mechanic! :D

This would be very nice to have on all items with charges like the Ra Blade and others. This way players can choose if they want to use the charge or the alternate attack. This would also be nice for wands/staves to prevent wasting charges!
Upload of release 0.94 in progress, I hope you will appreciate...
;)

You can try from console the following assets:

Code: Select all

- dm_ra_blade
- dm_storm_blade
- dm_tome_ra
- dm_tome_storm
- dm_lyf
- dm_snake
- dm_yew
- dm_claws
- dm_wand
- dm_teowand
- dm_dragonspit
For all of above:
- left hand: use charge item
- right hand: use special (class) item

Lex

Re: [MOD] The Curse of Gothmog

Posted: Thu Jul 17, 2014 1:09 am
by Dr.Disaster
Huuuh new stuff to toy with 8-) .. :? err .. no Staff of Manar?


EDIT
oh these toys are soooo awesome 8-)
like it like it like it like it :!:

Re: [MOD] The Curse of Gothmog

Posted: Thu Jul 17, 2014 8:06 pm
by lexdr
Dr.Disaster wrote:no Staff of Manar?
No, the staff of manar has a spellcraft requirement and can be used only by mage and ranger.
Dr.Disaster wrote:oh these toys are soooo awesome 8-)
like it like it like it like it :!:
Great!
:D

If there is no more request, I will just try to finish asap the decoration and release the 1.00 final version.

Re: [MOD] The Curse of Gothmog

Posted: Fri Jul 18, 2014 10:07 pm
by germanny
I managed to rach level 11 now, and this mod is really great, lex!
Very cool update to comscript´s talented scripting, he has done such a brilliant stuff the dm way - will love him forever^^
Good atmosphere, secrets are well done, and after you fixed the thirst issue it has much more fun.
The Dragon leg plates - they fall down, guessing i was´nt able to crack the button code? Or could they be found in a level below then?
Questions over questions...^^ Please respect my dumbness, was really overworked since some months xD
Guess i missed many secrets - 26/60 yet.

Found no signifikant errors i can remember - so please update to 1.0, will replay it for shure!
What abouit a little 'hintbook' ?

BTW - what a damn cool wallset^^ :geek:
Really, i must say there are very small flaws that are disturbing the overall look and feel on the graphical side.
I´ve created the stuff, but playing inside a dungeon with the set after some months - i see every mistake that is done by me.
For example, there is a black shadow on wood-pillars that are used with doors.
I knew it, it is the same texture as used with normal pillars. Better adding a second tex without that shadow.

Re: [MOD] The Curse of Gothmog

Posted: Fri Jul 18, 2014 10:24 pm
by Dr.Disaster
germanny wrote:The Dragon leg plates - they fall down, guessing i was´nt able to crack the button code? Or could they be found in a level below then?
SpoilerShow
When you miss parts of the Ra or Dragon armor set after falling down .. well .. you'll keep missing them :twisted:
lexdr wrote:If there is no more request, I will just try to finish asap the decoration and release the 1.00 final version.
With rangers and staffs/wands now working fine i have no more requests. Feel free to get v1.00 on air!