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[Done for V0.38] Some new Spells like Bloodwych?
Posted: Sun Jan 16, 2005 6:35 pm
by j.tobergte
Hi Everyone, Hi George! =)
I'am a game-developer from germany and first of all, I want to say "Very good job!" about the whole RTC project. RESPECT!
How about adding one or two new spells in RTC...
1) TRUE VIEW (disable fake-walls in gameview for a time)
2) LEVITATE (don't falling into a pit, when entering it - for a time)
If you know the game Bloodwych, you know what I mean.
It's just a suggestion - don't hit me =))
Keep on...
ciao, joerg.
Posted: Sun Jan 16, 2005 6:38 pm
by beowuuf
Actually, if there were to ever be an expandsion of the spell system, these two sound harmless and doable, don't they...
Posted: Sun Jan 16, 2005 6:52 pm
by The Journeyman
hey..short question for a fellow bloodwycher: do you remember the spell alchemy? i'm trying to remember what it does...
while we are at the add-interesting-spells-from-bloodwych-topic: how about the missle spell called something like
confuse, as it spins around the opposing monster for a split second, so it ends up facing another direction and has to spend time turning back to you, while the heroes have more time preparing attacks, drinking a quick potion or something else. sure would make situation being cornered in a dead end not as desperate. Sort of another option apart from freezing with the magic boxes.
EDIT: i see there's a nice description of every Bloodwych spell on the
Bloodwych 3D project page a.k.a. Unofficial Bloodwych Page.
Posted: Sun Jan 16, 2005 6:59 pm
by j.tobergte
Hi.
The spell "alchemy" transformed any object into gold and the amount depends on the skill of the caster. Bloodwych had a very mighty spell-system with cool ideas like "firepath" or "summon" ... oh yeah, the good old times... =)
ciao, joerg.
Posted: Sun Jan 16, 2005 7:05 pm
by The Journeyman
hey, fast answer.. so kinda the spell you want in real life

..guess i'd put levitate & vivify ( resurrect the dead ) on that list too!
Re: Some new Spells like Bloodwych?
Posted: Sun Jan 16, 2005 7:25 pm
by JCG
j.tobergte wrote:
2) LEVITATE (don't falling into a pit, when entering it - for a time)
The problem is that this spell would break many puzzles in DM and CSB.
Posted: Sun Jan 16, 2005 7:31 pm
by The Journeyman
That's right...BUT...with the spell book and missing runes you can prevent the player from having the required runes for levitate.
Or..how about "no magic shall enter here"-zones?
Posted: Sun Jan 16, 2005 7:48 pm
by beowuuf
i assume non-DM spells would be blocked by the engine with a 'restrict enhanced'
the rune limit wouldnt' work, as too many spells are inter-dependant unless you picked somethign with GOR for the various new spells, and they most likely woulnd't make sense from a 'feel' point of view
Posted: Fri May 12, 2006 4:39 pm
by George Gilbert
Done levitate and resurrect for V0.38 (and alchemy can already be done with existing mechanics).
Posted: Fri May 12, 2006 7:52 pm
by Sophia
Levitate can too!
Clone a fake pit and call it LEVITATED_OVER_PIT
SWAP_GLOBAL all pits for LEVITATED_OVER_PIT
After a time delay (a cloned torch with an expiring action would probably work best) then swap 'em all back.
But hey, your way is easier.

Posted: Sat May 13, 2006 12:58 am
by George Gilbert
...but monsters then wouldn't fall down (unless you had more triggers to turn it back to a pit, or activate a teleporter, when stepped on by a monster)...and it also means you can float over opby_on triggers.
Posted: Sat May 13, 2006 1:26 am
by Sophia
Yes, true... neat!

Posted: Sat May 13, 2006 7:59 am
by beowuuf
Though you could have compensated for ropes by having a rope convert the pit back again... : )
Posted: Sat May 13, 2006 1:52 pm
by Des
Er, does this change mean that the LEVITATE spell will be castable by default or does the designer have to enable it?
Posted: Sat May 13, 2006 1:54 pm
by beowuuf
Would have to enable it, I assume by assigning runes, or else DM dungeon and CSB dungeon would be knacked
Posted: Sat May 13, 2006 2:13 pm
by George Gilbert
You'll have to assign runes to it (as with all the new actions) before it can be used in a dungeon - as Beowuuf says, it would cause all sorts of problems if it was a default spell.