Hi Tinkerer,
thanks for taking the time to read through my wall of text and and on top of that even answering every single question! Really appreciated. :)
[quote=Tinkerer]
Yes, via the alignment editor (not yet documented).
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Oh, there is even an editor for that? Great, that's really nice.
[quote]
You can apply tags through scripting while the game is running. I think extending the range would have to work by replacing the fire spells with different variants that have a bigger range though. I'm not sure if there is a modifier you could apply to certain spells to increase their range (but I could be wrong, that's not my expertise).
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Replacing the spell with a different variation would be fine for many things I guess.
[quote=Tinkerer]
[quote=GreedyQuestioner]
5)
- or if you have multiple maps: a lizard would start on let's say a swamp like map and a dward in some dwarf mine like map.
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No, all players must be on the same map.
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To be sure there is no misunderstanding (maybe because of bad/wrong terminology I used): assuming this is a standalone mod. If the player picks a lizard as their race they would start on a map/level which is let's say Cyseal. There they would experience a custom prologue for lizards. People joining into the party there are only intended to stay in the party while the lizard is on the prologue map. When the prologue story is finished the player would leave the Cyseal map and arrive at a map/level for the first act of the game. On this map/level are characters like Fane etc. which are supposed to be in the party for a longer time.
If the player had choosen a dwarf as the main character they would have started in Fort Joy to experience their prologue. Just like the lizard the dwarf would meet people there that would join into the party only for the prologue. If the prologue is finished the dwarf would arrive on the same map/level as the lizard.
So rather than playing the lizard and the dwarf at the same time this is only intended to make the start of the game unique for each race (and only for the main character). Would that be possible?
[quote=Tinkerer]
Yes (ItemToTransform call, not documented yet).
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Are there many API calls to allow us to interact with objects in the game?
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Most basic things have been extracted into the independent Shared mod now, so normally not.
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That's great! Although I read reimplementing the basic systems in DOS1 didn't take too long less work needed is of course nice. :)
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Yes, although I'm not 100% sure how easy it would be. You might be able to do it directly by catching AttackedByObject (not documented yet).
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Morph skill from Final Fantasy 7 here I come! ;o)
[quote=Tinkerer]
[quote]
15) Can we make two stories which are "connected" together? Take Warcraft 3 as an example. In the first act of Warcraft 3 you play human Arthas. After that is finished you play undead Arthas in the second act. Is something like that possible? What I would be most interested in would be taking variables/facts/whatever this should be called from the first act and using them in the second act to mix things up a little.
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As long as everything is in the same mod, or the second mod depends on the first mod: sure.[/quote]
Oh, this get's better and better.
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No, everything should be supported. It's a lot of work to create a playable race though, due to the amount of different animations you need to support (from walking to climbing to fighting to casting to various status effects to...).
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Yes, and on top of that my 3d models look bad and my animations unrealistic as I'm not really an artist, but since it's possible the options for future mods are huge and far beyond only cosmetic changes. Really looking forward to try it out and also to see what talented people will create.
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Kind of, but not cleanly, I think. You can catch a player using a skill and then do anything you want (such as removing an item from their inventory). However, there is no activate/deactivate skill API. So at most you could add/remove the skill as it becomes (un)available, but that's not very nice.
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Yeah, but at least it's a possibility. Better than nothing I guess.
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You can make it real time by preventing all characters from [url=http://docs.larian.game/Osiris/API/SetCanJoinCombat]joining (turn-based) combat[/url]. HOWEVER, that would also completely disable the AI (it is tied into turn-based combat), so you would have to script all combat behaviours for NPCs yourself. Real-time with pause would not be possible.[/quote]
That it seems to be possible is good enough. Everything which opens up more possibilities for mods is good in my eyes. I'm sure someone will come up with usage scenarios for this, even if it should only be a silly mod which implements the cow level from Diablo 2. :D
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Mainly the main story. I think the only scripting API that is inherently limited to 4 players is the one for the crime system.
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That's good to read. The possibilities for mods and total conversions keeps growing.
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I'm not sure, but I think you are mainly limited by available memory. The AI grid is limited to 2^31 cells though, but in this context a single item is a single cell (so e.g. a rock occupying 8 cells on the AI grid only counts as a single cell here). [/quote]
Ah, ok. I guess I will just try out how large of a map my computer can handle.
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[quote=Windemere]
I wonder if by 'map' he strictly means 'level' in DOS terms or if he could be satisfied with different terrains on the same level, which may be good enough for his purposes?
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Yes, that would work as this would be mainly intended to be used for the prologue of the mod, so the different areas would not even be that big. But if that would also work with levels this would be even better.