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Reassigning runes

Posted: Sun Feb 01, 2004 3:43 pm
by copperman
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. :D

Posted: Sun Feb 01, 2004 4:09 pm
by beowuuf
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?

Posted: Sun Feb 01, 2004 4:21 pm
by Gambit37
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

Posted: Sun Feb 01, 2004 4:21 pm
by copperman
Yep thats the kind of thing I'm thinking of, and more too, love the extra idea's B ;) Could even assign new spells to activate triggers OPBY=(SPELL[x162]) where x162 is the rune combination (for simplicity)

Posted: Sun Feb 01, 2004 4:24 pm
by Gambit37
Triggers cac already be OPBY the current spells in case you hadn't noticed -- I'm working on something in my sample dungeon which uses this effect.

Posted: Sun Feb 01, 2004 4:47 pm
by copperman
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. :)

Posted: Sun Feb 01, 2004 5:13 pm
by beowuuf
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.

Posted: Sun Feb 01, 2004 8:07 pm
by Paul Stevens
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".

Posted: Sun Feb 01, 2004 8:43 pm
by beowuuf
So fireballs could go 'phut' or create an entire chain of shooters firing fireballs on one level only, and so forth...interesting...

Posted: Wed Feb 04, 2004 11:59 am
by PicturesInTheDark
Could spelleffects also be changed that way? I.e. instead of a fireball producing harm mutating the effect depending on the existence of a local/global DSA so that it heals monsters on a certain level?

Regards, PitD

Posted: Wed Feb 04, 2004 12:22 pm
by beowuuf
Lol, oooh, an object triggering a trigger..i like it
I'll mvoe these last few posts onto CSB4win later...

Posted: Tue Feb 21, 2006 11:56 pm
by George Gilbert
Spells are now fully editable in V0.35.

Moreover, new unique spells can be created and you can assign triggers to be operated by them to achieve all of the behaviour suggested above.