Spell rune suggestions
Moderator: George Gilbert
Forum rules
Please read the Forum rules and policies before posting.
Please read the Forum rules and policies before posting.
- George Gilbert
- Dungeon Master
- Posts: 3022
- Joined: Mon Sep 25, 2000 11:04 am
- Location: London, England
- Contact:
Spell rune suggestions
Cut from this thread http://www.dungeon-master.com/forum/vie ... 9358bf77af -b.
Of course, in custom dungeons, the shape of the runes can also be completely different
Of course, in custom dungeons, the shape of the runes can also be completely different
Can that also be changed to have *more* than six runes per spell part, or even a fifth class of rune?George Gilbert wrote:Of course, in custom dungeons, the shape of the runes can also be completely different
Or is that pretty much hard-coded into the game system (for lack of a better descriptive)?
Child of Darkness,
Child of Light,
Cast your Influence,
Cast your Might!
Child of Light,
Cast your Influence,
Cast your Might!
- George Gilbert
- Dungeon Master
- Posts: 3022
- Joined: Mon Sep 25, 2000 11:04 am
- Location: London, England
- Contact:
could you increase that limit using the 0-9 numbers (is that possible)?
?
Code: Select all
CLASS 1 ABCDEF
CLASS 2 GHIJKL
CLASS 3 MNOPQR
CLASS 4 STUVWX
CLASS 5 YZ1234
CLASS 6 567890
Spoiler
(\__/) (\__/) (\__/) (\__/) (\__/) (\__/) (\__/) (\__/) (\__/) (\__/) (\__/) (\__/)
Spoiler
(@.@) (@.@) (@.@) (@.@) (@.@) (@.@) (@.@) (@.@) (@.@) (@.@) (@.@) (@.@)
Spoiler
(>s<) (>s<) (>s<) (>s<) (>s<) (>s<) (>s<) (>s<) (>s<) (>s<) (>s<) (>s<)
- George Gilbert
- Dungeon Master
- Posts: 3022
- Joined: Mon Sep 25, 2000 11:04 am
- Location: London, England
- Contact:
- George Gilbert
- Dungeon Master
- Posts: 3022
- Joined: Mon Sep 25, 2000 11:04 am
- Location: London, England
- Contact:
Yes, there are numerous ways of doing it in a similar style to this (e.g. by putting "ful" or "%FUL%" or "%RUNE:10%" or ...) and if I was starting again, I would do something along those lines.R.K. wrote:What about writing the rune names out in all lowercase? That'd also make it easier to remember what to write in scrolls.
However, changing at this point would present a backwards-compatibility nightmare! Hindsight's a wonderful thing
Would it necessarily make backwards compatibility difficult? It seems like it would be enough for the game to compile spelled out rune names to particular internal values and lowercase letters from old versions into the corresponding values, and the editor to translate lowercase letters into whatever identifiers should be used in the current version.
Are there any characters that aren't currently recognised as doing anything by the RTC engine?
Things like punctuation marks and such, @ # ~ and so on...?
Of course it all depends on if the idea of additional runes would be somehow detracting from what Dungeon Master is.
Things like punctuation marks and such, @ # ~ and so on...?
Of course it all depends on if the idea of additional runes would be somehow detracting from what Dungeon Master is.
Child of Darkness,
Child of Light,
Cast your Influence,
Cast your Might!
Child of Light,
Cast your Influence,
Cast your Might!
- George Gilbert
- Dungeon Master
- Posts: 3022
- Joined: Mon Sep 25, 2000 11:04 am
- Location: London, England
- Contact:
- Sophia
- Concise and Honest
- Posts: 4240
- Joined: Thu Sep 12, 2002 9:50 pm
- Location: Nowhere in particular
- Contact:
Oh, true enough, but one way that gives designers more choice, and makes it easy, would be:George Gilbert wrote:I was thinking more of what would happen if lower case letters (no longer being needed for specifying runes) were to be allowed in "plain text".
Have a flag, that, if set, makes lower case letters able to be rendered as letters. If it is not set, make lower case letters equal to runes. Obviously, if the flag is not present, it won't be set, so old dungeons will behave as intended, as well.