Deconstruction of spell mechanics

Suggestions for new features for inclusion in RTC. Note that all the suggestions that have already been implemented have been moved to the RTC Archive forum.

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Sophia
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Deconstruction of spell mechanics

Post by Sophia »

Objects are quite editable now (hooray!) but spells still aren't. Fortunately, they seem to be simpler. I propose the following general editable traits, which should be able to reflect all existing spells as well as create some interesting new ones:

Action upon exploding (already in, I'm just listing this for completeness)

Expiration time (objects have it, why not spells?)
Action upon expiring (for the same reason)

Object Trigger (FLOORITEM_DOORBUTTON for zo, NULL for everything else)

Fire Damage (for fireballs, and possibly lightning?)
Magic Damage (affected by anti-magic, not anti-fire-- does ven use this?)
Poison Damage (definitely needed for ven spells)
Blunt Damage (0 for all DM spells, but wouldn't have to be)
Sharp Damage (same as above)

Strikes Nonmaterials? (yes for desew, no for everything else, by default)
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Daecon
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Post by Daecon »

That would be pretty cool. You could create lots of custom spells from being able to edit exactly what damage they cause.

Now there's the Smite damage variable as well, you can give Priests some... "HOLY $#!^"

*snort*
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Des
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Post by Des »

I found the Smite action appealing too and placed a Mace of Smiting in Angel's Egg 1.2. In keeping with the theme when the Smite action is activated (priest must be Expert and it drains lots of mana and has slow recovery) there is an extended thunderbolt sound sampled from an old Black Sabbath album :)
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Lunever
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Post by Lunever »

From what album exactly?
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Des
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Post by Des »

The track is Black Sabbath from the album Black Sabbath (debut in 1970). The introduction features rain, thunder and a tolling bell for 35 seconds before the unmistakeable doom-laden guitar riff starts, closely followed by Ozzy's cheery words depicting satanic conjuration and terror.
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Lunever
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Post by Lunever »

Right. While Ozzy has been vital at times for Black Sabbath, I have bought only all the albums with Tony Martin as a singer. At least he truly has a voice, on contrary to Ozzy. Ronny James Dio has been quite good also, but in regard to Black Sabbath I'm absolutely with Tony Martin.
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Des
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Post by Des »

The Tony Martin stuff (e.g. Headless Cross) is quite good but IMHO the 70s Ozzy material is the best by miles. I recommend this compilation CD http://www.amazon.de/exec/obidos/ASIN/B ... 1151442434

(getting a bit OT here)
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Lunever
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Post by Lunever »

You're right, we're getting off-topic (but of course you are not right about Black Sabbath ;-) Ozzy just can't sing).

Back on-topic again: Making spells easier to edit/create would be good of course.
Parting is all we know from Heaven, and all we need of hell.
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beowuuf
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Post by beowuuf »

Hmm, this is a three month old post - this is all pretty doable now isn't it? Spell bolts have a lifetime i think, or will generate actions with a lifetime, all the damge items are now actions....

ANything missing?
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Lunever
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Post by Lunever »

Oh right, I didn't notice that due to Des' recent reply, and it's one of the few posts where GG hasn't posted some "Done"-reply. But if it's already doable that way, fine!
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Tonari
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Post by Tonari »

I agree with this idea.
I want to make a wide-ranging attack with arms by practicing the magic of a physical attack.
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billgus
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Post by billgus »

The Fantasy Trip had a Magic Fist spell - plus Fireball and Lightning. It was fast and invisible in TFT. For RTC, maybe take a rock and recolor it. It would use Blunt Damage.

Or maybe a icicle? It would use Sharp damage.

And I think someone created a Snowball in one of the example dungeons.
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Sophia
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Post by Sophia »

beowuuf wrote:ANything missing?
The damage type of spells still can't be changed.
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Gambit37
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Re: Deconstruction of spell mechanics

Post by Gambit37 »

For what it's worth, I'm bumping this thread :)
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