Sub Races?

Discussion in 'Negative Energy Plane' started by Inverness, Sep 26, 2003.

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  1. Inverness

    Inverness Member

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    Anyone noticed this yet? Seems like they never quite finished incorporating this. Sorry if this has been covered.

    data\rules\stat_enum.mes

    {2000}{race_human}
    {2001}{race_dwarf}
    {2002}{race_elf}
    {2003}{race_gnome}
    {2004}{race_halfelf}
    {2005}{race_halforc}
    {2006}{race_halfling}
    {2033}{race_deep_dwarf}
    {2034}{race_aquatic_elf}
    {2035}{race_svirfneblin}
    {2038}{race_tallfellow}
    {2065}{race_derro}
    {2066}{race_drow}
    {2067}{race_forest_gnome}
    {2070}{race_deep_halfling}
    {2097}{race_duergar}
    {2098}{race_gray_elf}
    {2129}{race_mountain_dwarf}
    {2130}{race_wild_elf}
    {2162}{race_wood_elf}

    **edit**
    Also found in data\rules\stat.mes
    // Race Names Go Between 2000-2999
    {2000}{Human}
    {2001}{Dwarf}
    {2002}{Elf}
    {2003}{Gnome}
    {2004}{Half-Elf}
    {2005}{Half-Orc}
    {2006}{Halfling}

    {2033}{Deep Dwarf}
    {2034}{Aquatic Elf}
    {2035}{Svirfneblin}
    {2038}{Tallfellow}
    {2065}{Derro}
    {2066}{Drow}
    {2067}{Forest Gnome}
    {2070}{Deep Halfling}
    {2097}{Duergar}
    {2098}{Gray Elf}
    {2129}{Mountain Dwarf}
    {2130}{Wild Elf}
    {2162}{Wood Elf}

    // Race Abbreviations Go Between 3000-3999
    {3000}{HUM}
    {3001}{DWF}
    {3002}{ELF}
    {3003}{GNO}
    {3004}{HEF}
    {3005}{HOR}
    {3006}{HFL}

    {3033}{DDW}
    {3034}{AQE}
    {3035}{SVI}
    {3038}{TLF}
    {3065}{DER}
    {3066}{DRW}
    {3067}{FGN}
    {3070}{DHL}
    {3097}{DUE}
    {3098}{GRE}
    {3129}{MDW}
    {3130}{WIE}
    {3162}{WOE}
     
    Last edited: Sep 26, 2003
  2. tentamus

    tentamus Member

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    I remember from an old interview that subraces were in place in the engine, just not gonna be in game due to time constraints. It's most likely that the rules for the subraces are coded but there is no dialogue for specific races (i.e. Drow).
     
  3. Aginor37

    Aginor37 Member

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    I was always more into FR than Greyhawk back when I played, so excuse my ignorance on the matter. Were Drow in Greyhawk regarded like they were in FR (IE even more hated than your average evil character), or were they regarded more like a half-orc would be?

    If the latter, then it seems that one could just tie their dialog options in with the standard evil character options, maybe adding a small twisthere and there.
     
  4. Ausir

    Ausir Beholder Overseer Veteran

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    Actually, they are even more hated than in FR. They are even considered a legend by most people.
     
  5. Kentamanos

    Kentamanos Member

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    It would be cool to get the sub races back into the game. Anyone know where the code is that selects the race during user creation?
     
  6. Aginor37

    Aginor37 Member

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    Ahh. Well then, I guess we would need a talented dialog writer in order to make then "large as life" so to speak. :]
     
  7. tentamus

    tentamus Member

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    Are the dialogue strings the same as arcanums?
    It be nice to add some race specific dialogue options to subraces and more to teh standard races as well.
     
  8. Sol Invictus

    Sol Invictus Beholder Watcher Veteran

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    Also, we can add special dialogues for various classes (that's possible, right?) for that added level of immersion. Having a Paladin speak like a Paladin or a Druid making Druid-like statements (When you mess with nature, nature messes with you) as a combat statement or (May the leaf father guide your way ) as a 'goodbye' would certainly bring ToEE to the next level.
     
  9. Dhoom

    Dhoom BIG Troll Berserker

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    We can make dialogue for ANY stat/skill/race/alignment/etc...

    You add the check, and if the check matches for the speaking PC, the response choice will show up.

    Sadly, I've been doing so much dialogue work, I can actually write the crap on paper, properly formated. heh.

    The dialogue 'engine' is incredibly robust... it's what I wish NWN's was like.

    You can do damn near anything with ToEE's dialogue engine.

    I was toying with the idea of making a charisma >=18 check, to give the option to recruit some more NPC's from around the towns... also give the option of doing a alignment == <chaotic/lawful/neutral>_EVIL to recruit some EVIL NPC's/Intelligent Monsters :)

    We can also add more "evil" dialogue, and quests. All it takes is checking for an evil alignment. Quite simple.

    I was thinking about have that pretty boy in the mouthouse offer to hand out "assasination missions" against people in Hommlet.

    Quite easy to do...

    Create a custom item in protos.tab.
    Create quest in both quest .mes's, and set CR reward in other .mes.
    create dialogue in NPC requesting a "hit" be made, and "bring back <item you just made> to prove it = turning quest on.
    Add item to assasin-target-NPC's inventory.
    Go kill the NPC, get item.
    Have hit-requesting NPC do an item check, and then reward them for completing the quest.

    It'd be cool to do, to all the damn goody-goody NPC's in the town. heh.

    WOnder if it would make everyone hostile against you, though. :D
     
  10. Sol Invictus

    Sol Invictus Beholder Watcher Veteran

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    Also, I think it'd be very cool if we fixed the problem with Neutral and Evil parties not receiving Scather (the Knight doesn't come) after freeing Thrommel.

    An evil party should have the option to slaughter both him and the knight. As it is, you can only slaughter Prince - but you don't get much out of it. Be nice if we could queue the knight to come so we can slaughter him too for Scather.
     
  11. tentamus

    tentamus Member

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    So has anyone looked at the code for the subraces yet? Is it gonna be feasible?
     
  12. EvilMulder

    EvilMulder Member

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    Maybe it's possible to create a dialogue/script to set your subrace at game start, but I doubt someone could get an additional "Subrace"-button to appear at the character generation screen. Those things are bound to be hardcoded.
     
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