…but this is after the first level you said, yes?
the first level they get max health for class and add the modifier added every level after they have to roll a d12 then add modifier
Ok, I’ll take a read through the docs. It seems on that website that you start on the beginning page for character creation but then have to delve into much more information on every aspect in order to just get the details you need to know. I’m probably just not used to it.
it can be confusing i have been playing it for years and still get things wrong lol
It would probably be worth drawing a line in the sand at some point where the creation process is reviewed and everything is checked to see that nothing has been missed. The further it goes, the more likely things could be obviously.
yeah i would say we can do that. i would say if we get 2 level done with the barbarian we can test it by making the exp changeable so we can level him for the test and see if it will roll the dice for the lvl. then the other classes should not be hard to finish. then
I’d put a test in before that, one for creating just a level one character. If that doesn’t work correctly, then creating a level two character is likely to be broken anyway…
that works
how would you keep the character script on the player from being destroyed in the next scene
The Character class inherits from ScriptableObject, as such, we can save it as an asset…
…or, you could just set the Player GameObject to not be destroyed on load, I’d opt with the former.
Hi Rob
I Like the idea to save it as an asset allso
Yes, that would definitely be the plan, for a number of reasons.
The model I am envisaging is one where-by the character creation code can be used to generate the monsters also. I don’t know the game obviously, but I am assuming that they will share the same set of abilities as the player character, and will have rules for any bonuses they receive also. This is a far away feature at the moment, but one of the perks of creating a more generic model.
Most of the monsters have the stats preset but they do go off the same rules expect in death a player dies with health is neg their con and monsters die at 0 health.
I just had an idea instead of making a different scene for each part on character creation could we do it all in one scene using tabs to switch between as character creation then skills then feats.
That is how I had envisaged it to be honest, it will of course make the validation of data entry a little more difficult.
i have all the character creation, skill, and feats in tabs but i cant show the video i made its to large.
Upload it to YouTube and then paste the URL in, it will be embedded within your post.
See also;
- YouTube Support : Upload Video
- Forum User Guides : How to embed a YouTube video within your post
Hi Michael,
I’ve had a look at the class abilities that we touched on yesterday, e.g. the constitution modifier for calculating health etc. From what I can gather from what we said, this only applies if the character is above level 1.
In order to draw a line around some of this and create manageable pieces of work which don’t spiral out of control and complexity I will enable the character creation code to support the creation of just level 1 characters for now.
I want to be able to create a complete level 1 character before even worrying about what comes next for incrementing levels. I don’t find that website to be the most intuitive to use for familiarisation to be honest and with so many different rules having to constantly ask about them on here and get a form of translation of that website is going to be enormously time consuming. So, complete level character creation is what I will aim for for the time being.
This would include items 1-11 from this page;
Based on that, is there anything else I should know about from items 2, 3, 4, 7 that we haven’t already covered yet?
To summarise the functionality at present, I believe it is this;
- 6 abilities which can be individually rolled
- score based modifiers per ability
- race specific ability bonuses
- race selection (7 races)
- class selection (11 classes)
- default level (1)
- default experience (0)
- class based hit die
- health based up class/hit die - max value
In the above items, are there any other things I should know about, which relate to a level 1 character, that we haven’t covered?
Assuming not, the next step at this end will be to convert the enums into specific classes (c#) and then refactor the existing code base. After that, I will look at items 5, 6, 8, 9, 10, 11.