Rolo Kipp wrote...
Personally, I'd rather have the "racial" or "family" bonuses/penalties tied to the forms (skins) of the appearance, with the "personal" bonus/penalties tied to the master (PCs skin). Voicesets, speed, perception etc. would be tied to whichever form the mage bound his familiar in, just like a polymorph spell.
So, a base appearance, a set of skins, and a set of properties to add to master's skin.
Counter-proposal (at least, if I understood you ;-)
I'm not sure if we understand one another. As soon as I post the module for collaboration, you'll understand how this works, but I haven't made all of the familiar properties (skins) yet. So here is some explanation of the game effects to hold you over:
when a wizard summons a familiar, the wizard gains the benefits of the familiar as an effect. All familiars give the equivalent of the alertness feat to their master while they are summoned. Different kinds of familiars offer other kinds of special benefits to their master. The kind of familiar is determined by its appearance rather than the category (rodent, bat, talking bird) to which it belongs, although each appearance in a category could provide the same benefit.
when a wizard unsummons a familiar the effects are removed.
The benefits are thus EFFECTS not properties added to a skin. And the effects are created by a spell so that they are easy to remove. Doing this via item properties was not worth it in my view.
Another thing to emphasize, the appearance of the familiar is the driver of the whole thing. I record the appearance of the familiar on the wizard/sorcerer, and when the familiar spawns it looks at the appearance it is supposed to have. It then initializes itself accordingly.
The appearance determines what it looks like, what special benefits the master receives, and what skin and bite it should be equipped with.
The skins are what I am working on right now. These skins are where I am customizing the creature's stats rather than modifying the blueprints of the creatures. So with ability bonuses I am adjusting abilities. Skill bonuses adjust skills. Bonus feats determine which feats the creature has. Same with spells if any.
Flying familiars for example are given the fly feat on their skin.
One hint that I am getting fro you in this case however is that rather than build all of the skins ahead of time, I could assign all of the item properties via script to the familiar's skin. I'm not sure I want to do that. While it would eliminate the need to create these creature skins, I feel that it leaves things to potential errors at runtime. Creating and copying items is a finnicky business. Also, it would require those that will be building their own familiars to work with scripts rather than create the skins in teh toolset.
Does anyone care? Would it be better from your perspective to mess with scripts rather than build 20 skins?
The question I asked earlier was relating to whether I should make the creature blueprints completely agnostic by setting the voiceset, movement speed and perception ranges in such a way that they would work for any creature. Then the skin that the creature is equipped with will determine its abilities. I am almost certainly going to handle it this way, unless I hear some very strong arguments against it.
Modifié par henesua, 07 janvier 2013 - 10:45 .