Slowdive's Little Daily Blog
Re: Slowdive's Little Daily Blog
I adjusted the size of animal companions to be a bit larger (they are slightly scaled down versions of the large creature tokens). For testing, I had the ranger summon 4 random animal companions and she ended up with the following (panther, 2 wolves, bear):
So I think everything is working for the summoning system. Now I just need to create the actual ally files (Player files) for the animal companions, monster summons, and the animate dead. I also will need to create the spells and other traits for the summoning.Re: Slowdive's Little Daily Blog
I was able to find a bit of time to work some more on the IBbasic summoning system. I created a "creature" class and a "creature" race and then I created specific "weapons" and "armor" for each summon. The armor/hide is where I have some of the unique data such as different move distances, resistances, reflex, will, fortitude, etc. The weapon can have special attacks like poison or knockdown. So far I have the bear animal companion completed (three versions with different stats). I'll next work on the other animal companions before moving on to the summon type spells.
Re: Slowdive's Little Daily Blog
Today I finished the wolf animal companions, all three versions. I still need to make an appropriate Trait icon images. I'll probably use the animal companions' head image from the tokens.
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Re: Slowdive's Little Daily Blog
Back from Greece ! I got some catch up to do - great to see the progress rolling .
Re: Slowdive's Little Daily Blog
Welcome back from Greece! I hope it went well! Not a whole lot to catch up on as I am still moving at our normal IB coding speed
I was able to finish up the animal companion system:
Animal Companions for Druids: Animal Companions for Rangers: Next up are the summoning spells for druids, wizards, and clerics.
I was able to finish up the animal companion system:
Animal Companions for Druids: Animal Companions for Rangers: Next up are the summoning spells for druids, wizards, and clerics.
Re: Slowdive's Little Daily Blog
Looks good, a nice selection of animal types for rangers/druids to play with.
Re: Slowdive's Little Daily Blog
Thanks Dorateen!
Today I created all the parts for the summon creatures (weapons, hides, Player files). I now need to create the Effects and Spells for animal summoning (1-3), monster summoning (1-3), and Animate Dead (plus the spell icons as well).
Today I created all the parts for the summon creatures (weapons, hides, Player files). I now need to create the Effects and Spells for animal summoning (1-3), monster summoning (1-3), and Animate Dead (plus the spell icons as well).
Re: Slowdive's Little Daily Blog
I finished the summoning and animal companion systems for IBbasic. Everything is up and running now.
Here are the new spell selections for druids, wizards, and clerics with their new summon spells: The module builder can select the maximum number of summons that can be in the party at any given time. The default is 4 and it includes summons and animal companions in the total allowed.
Next up is improving the creature spell casting AI. I'll have maybe three versions of caster AI to choose from (low, medium, high strategy).
Here are the new spell selections for druids, wizards, and clerics with their new summon spells: The module builder can select the maximum number of summons that can be in the party at any given time. The default is 4 and it includes summons and animal companions in the total allowed.
Next up is improving the creature spell casting AI. I'll have maybe three versions of caster AI to choose from (low, medium, high strategy).
Re: Slowdive's Little Daily Blog
Those new spells are looking pretty tasty - nice work. I love the icons. I haven't played with the summoning system yet but I'm going to check it out.
Re: Slowdive's Little Daily Blog
Thanks Pongo!
I finished copying over all the summoning system code from the IBbasic PC version over to the IBbasic xamarin version (UWP, Android, and iOS). I always program the PC version first because it is sooo much faster to build, change code while running, and debug than the xamarin version. Once I have everything working on the PC version, I copy over the code tot the xamarin version... it's a process
Now that the two are insync again, I will start with the creature caster AI. I'll make some notes here first before trying the code.
-check before casting spell that the effect is not already on the target and is not stackable (don't bless twice or put to sleep if already asleep).
-if a PC is immune to a spell such as sleep, let the caster try once, but allow them to learn that the PC is immune and then don't try again.
-decide if best to start with buff/debuff spells in the first round or two and then move to damage and heal spells.
-if the PCs are close together, use AoE spells. If they are spaced out, focus on higher damage single target spells.
What else? Thoughts?
I finished copying over all the summoning system code from the IBbasic PC version over to the IBbasic xamarin version (UWP, Android, and iOS). I always program the PC version first because it is sooo much faster to build, change code while running, and debug than the xamarin version. Once I have everything working on the PC version, I copy over the code tot the xamarin version... it's a process
Now that the two are insync again, I will start with the creature caster AI. I'll make some notes here first before trying the code.
-check before casting spell that the effect is not already on the target and is not stackable (don't bless twice or put to sleep if already asleep).
-if a PC is immune to a spell such as sleep, let the caster try once, but allow them to learn that the PC is immune and then don't try again.
-decide if best to start with buff/debuff spells in the first round or two and then move to damage and heal spells.
-if the PCs are close together, use AoE spells. If they are spaced out, focus on higher damage single target spells.
What else? Thoughts?