Icewind Dale 2 - so I wonder

Discussion in 'Icewind Dale Total Conversion' started by anatoliy, Aug 24, 2021.

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  1. Kriegdoom

    Kriegdoom Member

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    +1
    a thousand gratitudes
     
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  2. Endarire

    Endarire Ronald Rynnwrathi

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    @anatoliy
    I agree that letting players choose their point buy is better. (My preferred tabletop point buy for 3.x is 32+.)
     
  3. anatoliy

    anatoliy Established Member

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    From my preliminary estimation IWD2 essentially is designed with power play in mind. My conclusion is based on a fact, that points distribution is linear in comparison to D&D 3.5 rules, where higher abilities costs more.

    IWD2 starts from 10 and grants 16 linear points to buy. If from 8 then it's 28.

    But being linear it roughly corresponds to D&D 3.5 point buy 38.
     
  4. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    Point buy at all levels is moot, 'cause I'm a gonna be rollin' me some dice, 'cause "Click clack math rocks" be more fun.
     
  5. anatoliy

    anatoliy Established Member

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    Hi guys!

    It was some time from my last update, so here is new one.

    There are many life altering things going on in my life atm, so I won't be active for some time. On some occasions, like today, I will have time and opportunity to spend some time on this hobby, which I love.

    @DarkStorm has given me code which translates screen coordinates from the screen to sector coordinates. And I'm very grateful for him, as I was struggling with that for some time. Thank you @DarkStorm!!

    Code:
    public LocAndOffsets ScreenToTile(float screenX, float screenY)
    {
        var tmpX = (int)((screenX - _xTranslation) / 2);
        var tmpY = (int)(((screenY - _yTranslation) / 2) / 0.7f);
    
        var unrotatedX = tmpY - tmpX;
        var unrotatedY = tmpY + tmpX;
    
        // Convert to tiles
        LocAndOffsets result;
        result.location.locx = unrotatedX / 20;
        result.location.locy = unrotatedY / 20;
    
        // Convert to offset within tile
        result.off_x = ((unrotatedX % 20) / 20.0f - 0.5f) * locXY.INCH_PER_TILE;
        result.off_y = ((unrotatedY % 20) / 20.0f - 0.5f) * locXY.INCH_PER_TILE;
    
        return result;
    }
    I will use that in libtemple project as soon as I will have capabilities for that.
     
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