Race Templates

For builders to discuss and ask building questions.
Post Reply
User avatar
Larethiel
Sword Grand Master
Sword Grand Master
Posts: 910
Joined: Sat Jul 22, 2006 4:10 pm
Location: Mt. Whateverest

Race Templates

Post by Larethiel » Fri Jan 30, 2015 8:42 pm

Hello,

is there a list available that lines out what race templates do to a mobile? Such as...does a race template define the stats in ways I have to consider when setting the stats in the mobile's setting, f.e. when creating an undead unique mob, do I have to set their CON to zero or does the template that for me? Do race templates determine what a mobile casts, what affects it has for just being that race, what resistances etc.etc.?

Thanks.
Weit in der Champagne im Mittsommergrün,
dort, wo zwischen Grabkreuzen Mohnblumen blühn,
da flüstern die Gräser und wiegen sich leicht
im Wind, der sanft über das Gräberfeld streicht.
User avatar
Harroghty
Staff
Staff
Posts: 9695
Joined: Tue Jul 27, 2004 5:38 pm

Re: Race Templates

Post by Harroghty » Sat Jan 31, 2015 9:32 am

Yes, but it's only available to higher level immortals on the test and game ports. This is best addressed on a needs basis (i.e. ask about a specific race), but generally you do not have to code such things as making undead's CON 0 or telling a bird to fly, etc. These sorts of things are already programmed in to the race.
"A man may die yet still endure if his work enters the greater work, for time is carried upon a current of forgotten deeds, and events of great moment are but the culmination of a single carefully placed thought." - Chime of Eons
Xryon
Sword Master
Sword Master
Posts: 233
Joined: Thu Aug 25, 2005 5:24 am
Location: Waterdeep

Re: Race Templates

Post by Xryon » Sat Jan 31, 2015 5:04 pm

Is there a particular reason for that kind of thing to be on a need-to-know basis? Conceivably, such settings would be mostly based on their D&D counterparts, and knowing that X-mob casts delayed fireball, storm of vengeance, and spells 3-12 doesn't really offer much advantage; a lot of players already have the resources to check such things on the fly. You can look at past posts to see players commenting on weaknesses being wrong and the like to get a feel for how much the playerbase already knows.

Edited to add: Got sidetracked in my curiousity. More specifically in regards to templates I think it would be helpful to know: what behaviors are set (abilities, weaknesses, alignment, etc), what we would still need to set, and if there is a method to override template setting in the event we only want to change certain qualities without altering the entire template. i.e., If I wanted to create a master/pet combo, with the pet being some sort of, say, normally evil dragon. Could I override the evil alignment-setting? Could I take away fire breath to add acid breath? That sort of thing.

Personally, I think the opening of more information would greatly benefit current and future builders. I know I'm sort of having to plan my area around my lack of knowledge, and having things like this available would help me a great deal.

Note: Questions/comments above are sincerely asked/made. I understand policies being made for a reason, it just helps to have an idea of that reason when deciding the method for asking for information.
User avatar
Harroghty
Staff
Staff
Posts: 9695
Joined: Tue Jul 27, 2004 5:38 pm

Re: Race Templates

Post by Harroghty » Sat Jan 31, 2015 5:35 pm

The average builder does not really need that kind of full detail. If you want an orc, add an orc; if you want a griffon, add a griffon. If you have a particularly nuanced idea then it's best to discuss it with one of the more senior builders, but the average new builder is not pushing the boundaries of the code in such a way where this kind of detail is really necessary. Further, information is power and power corrupts... there is a chance for abuse that outweighs the potential conveniences.

Knowledge and abilities are tools given when needed, not earlier, even if they might be a nice-to-have. Those builders who are productive receive what they need as the scope of their work increases.
"A man may die yet still endure if his work enters the greater work, for time is carried upon a current of forgotten deeds, and events of great moment are but the culmination of a single carefully placed thought." - Chime of Eons
Xryon
Sword Master
Sword Master
Posts: 233
Joined: Thu Aug 25, 2005 5:24 am
Location: Waterdeep

Re: Race Templates

Post by Xryon » Sat Jan 31, 2015 6:42 pm

Alright, fair enough. I figured that was the reason, but thought I'd weigh in.

While we have this topic going, could you or another senior builder respond to some of the less specific queries I made? Namely the generalities of what a template applies (does it set 'default' combat skills/spells, the alignment, etc.) and whether or not setting a mob as unique allows for override of those settings?
User avatar
Harroghty
Staff
Staff
Posts: 9695
Joined: Tue Jul 27, 2004 5:38 pm

Re: Race Templates

Post by Harroghty » Sat Jan 31, 2015 8:10 pm

Simple or unique mobiles?

In general, you can change what you want. You cannot change the types of attacks (except by arming the mobile or giving it a specific, scripted FIGHT_PROG).
"A man may die yet still endure if his work enters the greater work, for time is carried upon a current of forgotten deeds, and events of great moment are but the culmination of a single carefully placed thought." - Chime of Eons
Xryon
Sword Master
Sword Master
Posts: 233
Joined: Thu Aug 25, 2005 5:24 am
Location: Waterdeep

Re: Race Templates

Post by Xryon » Sat Jan 31, 2015 8:25 pm

Okay. That was my main concern, that builder-set variables would be overridden by those defined by the templates. Thanks for the information.
Post Reply