Help needed. hmhm.
Can someone tell me how to implement basic items? Like making a leg of lamb restoring 10hp and costing double salted pork? I need some help there. Also in making potions and getting them into the shop.
Well this would go faster with another coding. Could break into sections with others. Also am looking for content input and some kind of help keeping it within the realms. Like I know we can't implement the whole PHB so which spells are important? Maybe if someone wanted to go over spells I made and update their graphics? I've made the spells functional and use existing game effects and graphics. I've taught myself Elemental modding by looking the xml. A person more experienced (either in xml, elemental or both) may help add functionality and be able to implement more spells than I alone could not.
Also due to coding limitations (either the engine or the coder), I can't have different things summoned in the same spell. I'm talking about Summon Monster I thru IX. Like good caster gets a celestial dire badger and evil summons a fiendish dire rat, etc. Or something random gets summoned. We're going to have to pick one per spell. Also for same reason I wouldn't be able to implement a choice of 'conjuration' at Sov creation. Thereby giving someone who spent points a boost to what gets summoned. A cool idea I thought, but no way to implement. Ideas for Sov creation options welcomed.
Also some honest opinions is what I need. How does the overall project sound so far?
I will definitely need feedback on balancing and most likely need help with that. Sometimes "cool" is overpowered. Sometimes while I meant well in terms of balance they just aren't.
Mod organization: Will take any feedback. I was thinking perhaps two folders, maybe 3. Like one for just spells, 2nd for items and 3rd for FR realm specific.
I don't see why to implement opposing spellbooks (or way to do it). I've just been using existing game made spellbooks... For example "Evocation" is combat and conveniently "Enchantment" is enchantment. Healing type spells are life.
Doing the xml files I've broken them up by level so far. It'd be easy (I think) for someone to get the current version of the mod add in some spells send it back, check one file (CoreSpellbooks.xml) and boom we can update the mod. For spells. Champions we could maybe break up by alphabet. Items I've not gotten too. or Factions.
I'm also open to ideas if you've got some about what works. One last thought is keeping the mod compatible with Updated Weapons mod, ACP, and Artifact. To a lesser extent Expanded Factions (If we're just modding in spells/items at the time ) I realize once we get to our own factions its out the door possibly. I am not sure it's possible entirely, but as a guide to try as a baseline.
Lastly, thanks NimbyJester. I have a feeling I'm a need all the help I can get.
Without further ado, going to do an initial release for starting point.