
Reassigning runes
Moderator: George Gilbert
Forum rules
Please read the Forum rules and policies before posting. You may
to help finance the hosting costs of this forum.
Please read the Forum rules and policies before posting. You may

Reassigning runes
After playing just a little Conflux II (Looks very well done) I should like to suggest extending the design side of the RTC spell sub-engine with the ability to change the runes used for spells. This would make for fresh game play as with C2 and in combination with the spell book would really (IMHO) make the dungeons mysterious again, knowing that x FUL IR wasn't my fallback killing tool. 

Don't be scene or herd!
agreed, while i understand that the new spells sort of broke down as being too much work, re-assigning existign would be great
extensions:
though would be there be lee-way for semi-new spells...ie effects that can be done by the engine already being assigned to runes?
So for exampe, there are potions spells, that when it gets right down to it are simple 'converts_to' effects - flask converts to ku potions, for example
Could you clone spells too, and change very basic parameters so stick converts to sword or 'fire potion' converts to ful bomb?
Also, clone a fireball ,and have it do magical-based damage not fire based? Or clone the shield spell and create an magic shield as is already possible with the teowand?
extensions:
though would be there be lee-way for semi-new spells...ie effects that can be done by the engine already being assigned to runes?
So for exampe, there are potions spells, that when it gets right down to it are simple 'converts_to' effects - flask converts to ku potions, for example
Could you clone spells too, and change very basic parameters so stick converts to sword or 'fire potion' converts to ful bomb?
Also, clone a fireball ,and have it do magical-based damage not fire based? Or clone the shield spell and create an magic shield as is already possible with the teowand?
- Gambit37
- Should eat more pies
- Posts: 13773
- Joined: Wed May 31, 2000 1:57 pm
- Location: Location, Location
- Contact:
Yeah, this is something I've been thinking about for a long time. George previously said that to do this would mean opening up the whole spells 'engine' and I don't think he's keen to do that because it would be a lot of work.
There were some threads about this a long time ago:
http://www.dungeon-master.com/forum/vie ... hp?t=20200
http://www.dungeon-master.com/forum/vie ... hp?t=20229
There were some threads about this a long time ago:
http://www.dungeon-master.com/forum/vie ... hp?t=20200
http://www.dungeon-master.com/forum/vie ... hp?t=20229
Sorry I didn't make that clear did I, I meant anywhere on the level, kinda like a "power word" you cast the spell and a trigger somewhere on the level (where you aren't) [but only on triggers on that level] is activated. Dunno how useful it would be: but I'm sure someone will find a perfect way to use it. 

Don't be scene or herd!
Interesting idea, i'd like to see this one, but i don't know if george would do it
It's like the monster death triggering an effect - just the ability to assign a single trigger activation as an effect on a) monster death, b) as a monter attack, or c) as a spell
So a monster attack triggers a generator, or a monster death triggers an ending, or a spell opens a door. For this last, you can imagine it as if you are standing infront of a door a trigger is activated. But it needs a second trigger to be activated, which only the spell can do, to open the door.
It's like the monster death triggering an effect - just the ability to assign a single trigger activation as an effect on a) monster death, b) as a monter attack, or c) as a spell
So a monster attack triggers a generator, or a monster death triggers an ending, or a spell opens a door. For this last, you can imagine it as if you are standing infront of a door a trigger is activated. But it needs a second trigger to be activated, which only the spell can do, to open the door.
- Paul Stevens
- CSBwin Guru
- Posts: 4322
- Joined: Sun Apr 08, 2001 6:00 pm
- Location: Madison, Wisconsin, USA
This is an interesting thread. And this post is a bit
off topic as it does not pertain to RTC.
In CSBuild/CSBwin I think it would be possible for the designer
to specify a DSA for a level that would receive a message
when a particular spell (sequence of spell characters)
is cast. The DSA would then be programed to accomplish
whatever the designer had in mind. Changing a teleporter's
destination, for example. I suppose it would
be nice to have a global DSA that would be called if no
local DSA handled the particular spell.
The DSA effect would override the 'normal' action of
spells that are already defined by the runtime engine.
The DSA could simply specify another spell to be cast instead,
making it a kind of 'spell-translator'.
So the sequence would be:
Is there a Level DSA for this spell? If so, do it and quit.
Is there a Global DSA for this spell? If so, do it and quit.
Is it a normal spell? If so, do it and quit.
Display "Meaningless spell".
off topic as it does not pertain to RTC.
In CSBuild/CSBwin I think it would be possible for the designer
to specify a DSA for a level that would receive a message
when a particular spell (sequence of spell characters)
is cast. The DSA would then be programed to accomplish
whatever the designer had in mind. Changing a teleporter's
destination, for example. I suppose it would
be nice to have a global DSA that would be called if no
local DSA handled the particular spell.
The DSA effect would override the 'normal' action of
spells that are already defined by the runtime engine.
The DSA could simply specify another spell to be cast instead,
making it a kind of 'spell-translator'.
So the sequence would be:
Is there a Level DSA for this spell? If so, do it and quit.
Is there a Global DSA for this spell? If so, do it and quit.
Is it a normal spell? If so, do it and quit.
Display "Meaningless spell".
- PicturesInTheDark
- Arch Master
- Posts: 1154
- Joined: Mon Aug 26, 2002 4:47 pm
- Location: Vienna, Austria
- George Gilbert
- Dungeon Master
- Posts: 3022
- Joined: Mon Sep 25, 2000 11:04 am
- Location: London, England
- Contact: