Random character generator for BG 1 using Easy Tutu or BG 2
#51
Posté 25 février 2012 - 10:06
#52
Posté 25 février 2012 - 05:00
#53
Posté 25 février 2012 - 05:08
Just downloaded it, works OK.
I have just finished a Python version (bear in mind I only started looking at Python this morning so haven't found the best way to do two or three parts of it. If there is anybody who knows Python or is just interested in looking at the code let me know.
#54
Posté 25 février 2012 - 08:57
#55
Posté 26 février 2012 - 12:00
#56
Posté 26 février 2012 - 01:37
Gate70 wrote...
Yep, I meant it was downloadable.
#57
Posté 27 février 2012 - 04:40
Modifié par corey_russell, 27 février 2012 - 04:40 .
#58
Posté 27 février 2012 - 05:43
I do.corey_russell wrote...
Adding proficiencies to my program will be my next project -- does anybody think I should make the program create a proficiency for at least one melee/ranged weapon BEFORE assigning one to a style? It would be vicious for a character to get all their points in styles and not any to an actual weapon (poor mages with the -5 to their Thac0 when using a non-proficient weapon).
In a perfect world, I would have a related weapon proficiency be required before a weapon style could be selected.
I can see logic behind a character with a sheild proficiency (but no weapon proficiency)... if he is capable of using a shield.
I can see no logic behind having single weapon proficiency if the character has no one-handed melee weapon proficiencies (similarly for two-handed style and two-handed proficiencies). Exactly how would such a character learn such a proficiency without knowing how to use some kind of weapon? Practicing "Air swordman" like "Air guitar"?
Counter point: Rangers can (and often do) start with two clicks in two-weapon style, regardless of whether or not they know how to use any one-handed weapon. But even then they have four (additional) proficiencies to work with.
#59
Posté 27 février 2012 - 05:45
I'm OK at Python, and would be happy to look at the code and offer free advice. And that's about how much it would be worth.If there is anybody who knows Python or is just interested in looking at the code let me know.
Send me a PM or email.
Modifié par After5CST, 28 février 2012 - 01:45 .
#60
Posté 27 février 2012 - 06:10
I am fine with randomly only having points in weapon styles (it happened to me before).
#61
Posté 27 février 2012 - 08:44
#62
Posté 27 février 2012 - 09:24
I suppose it couldn't hurt to have an option for those dreading this possibility and do what I suggested, e.g., assign at least one weapon before a style. This way those that want it all random can, those that dread the aforementioned possibility can avoid it.
#63
Posté 28 février 2012 - 04:56
I finished adding the ability to assign proficiencies to my program for EasyTutu - it has an option to force weapon assignment before style, but not required to use that. It can be downloaded here: http://corey.freewebsitehosting.com Sorry about the ads, it's a "free" site -- not making any money off this you know!
Grond0 and Gate70: you guys already have this version.
#64
Posté 28 février 2012 - 05:22
#65
Posté 28 février 2012 - 06:20
Grond0 wrote...
Thanks for all the work Corey. I just finished my new installation last night so will give your updated generator a go to produce a new party.
You're welcome, Grond0. It's actually very interesting -- when I "think" about doing the programming for the proficiencies, it "sounds" like a lot of work (which it was) - BUT, when I actually get my hands dirty and start coding, it doesn't feel like work at all - I love doing it, and don't even notice the time go by. I'm not certain if it's the creativity or solving problems I like, but I just do - I do tech support for a living, but may have missed my calling.
What's funny is I was stuck for 30 minutes, I kept combing over the routine, no proficiencies would show on screen. I went piece by piece with no luck (which I did find bugs doing this, just not the one I was looking for). What was the problem finally? I just wasn't CALLING the new routine -- of course when I actually call it boom data lol.
@Grond0: just curious, is my progra more user-friendly than your spreadsheet? Which method do you prefer?
#66
Posté 28 février 2012 - 06:30
The need to use Dosbox means yours is a bit more fiddly to start up, though not really a problem.
How easy it is to adjust things would presumably depend on your familiarity with the programs.
Are you still intending to add in random thief skills / mage spells?
#67
Posté 28 février 2012 - 06:56
Grond0 wrote...
Are you still intending to add in random thief skills / mage spells?
Good question. I'm a bit sour about adding thief skills to the generator for two reasons:
1) having a tough time wrapping my head around the rules/procedures needed to so
2) In my first random party that I recently did, I got two thieves with the absolute minimum DEX - my starting scores were negative and zero. I also only got 40 pts -- to randomize THAT would have just been cruel, I think. Those thieves made a lousy ranged attacker and bad at melee -- they couldn't hide so their backstab ability was worthless. Their only contributions were one could open locks the other find/disarm traps. This doesn't mean I won't ever, just leaning not at this point.
Randomizing Spells:
This doesn't seem too bad. If someone can get me the list of spells that would needing to be randomized for 89,000 experience mage broken down by spell level that would help. Also isn't the number of spells to picked influenced by kit/intelligence? I need those rules/tables as well. know any volunteers? EDIT: I just realized I need way more info than this, mainly all the spell schools for whatever someone gives me, and also kit definitions (e.g. what schools disallowed for what class)
If I do add the spell list, will have to change the screen mode -- it won't all fit (though of course is no problem for the generated text file).
Corey
Modifié par corey_russell, 28 février 2012 - 07:10 .
#68
Posté 01 mars 2012 - 04:54
The rolling mechanism in the RNDMCHAR program has been redesigned to more closely match the way BG 2/EasyTutu does the rolling. In nutshell, the old method caused the low end of rolls to come up more often than they should have. Some miscellaneous bugs fixed as well.
As always can get from here: http://corey.freewebsitehosting.com/
Modifié par corey_russell, 01 mars 2012 - 04:55 .
#69
Posté 01 mars 2012 - 06:31
I can put that together for you, though I'll need to check what Tutu does - I have a feeling they may change some of the opposition spell schools for specialist mages.corey_russell wrote...
If someone can get me the list of spells that would needing to be randomized for 89,000 experience mage broken down by spell level that would help. Also isn't the number of spells to picked influenced by kit/intelligence? I need those rules/tables as well. know any volunteers? EDIT: I just realized I need way more info than this, mainly all the spell schools for whatever someone gives me, and also kit definitions (e.g. what schools disallowed for what class)
#70
Posté 01 mars 2012 - 06:37
Grond0 wrote...
I can put that together for you, though I'll need to check what Tutu does - I have a feeling they may change some of the opposition spell schools for specialist mages.corey_russell wrote...
If someone can get me the list of spells that would needing to be randomized for 89,000 experience mage broken down by spell level that would help. Also isn't the number of spells to picked influenced by kit/intelligence? I need those rules/tables as well. know any volunteers? EDIT: I just realized I need way more info than this, mainly all the spell schools for whatever someone gives me, and also kit definitions (e.g. what schools disallowed for what class)
That would be great. There's no rush or anything -- but when you get it then I can think about the design aspects.
#71
Posté 03 mars 2012 - 01:58





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