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Spells now fully editable

Posted: Thu Dec 22, 2005 6:44 pm
by George Gilbert
New for RTC V0.35 is the ability to create your own new spells (as well as removing existing ones). You can specify the runes, type (fighter, ninja, priest or wizard) and, of course, the end results.

For example, you could remove the combination FUL, IR (fireball) so that that combination gives a "xxx mumbles a meaningless spell". Then you could clone the fireball itself, replace all the bitmaps with icy blue ones, call it an iceball and assign it to the runes VI, IR.

Posted: Thu Dec 22, 2005 9:09 pm
by PaulH
*drools rather a lot*

nope, gotta finish my other dungeon first, but the force is strong with this one...

Posted: Fri Dec 23, 2005 12:28 am
by Ameena
Hmm that's just made me think of something (it's your fault for bringing up the subject of an ice attack spell ;)) - would it be possible to make creature resists editable, and give them more resists? I mean, apart from whatever they have now...just poison, fire, and melee isn't it? But if you made an ice spell, could you also give creatures cold resistance and such like? Then you'd have an even wider range of stuff you could do as you could make, like, an ice level with cold creatures that are damaged heavily by fire, and also umm well, various stuff. One for each element, perhaps? And maybe Ra/Sar too? That would be cool. Or is that too complicated? Then I suppose it would make sense to put extra resists on characters too which is kind of stepping away from DM...okay yeah maybe that's getting a bit too messy...

Posted: Fri Dec 23, 2005 4:15 am
by K
Too many resists could get out of hand. Besides, we already have a lightning attack with no "electric" resistence. Fire + spell resistence is good enough I think.


Is it already possible to have spell puzzles? Eg: cast FUL IR at a sigil on a wall to open a door somewhere.

`K

Posted: Fri Dec 23, 2005 10:00 am
by George Gilbert
K wrote:Is it already possible to have spell puzzles? Eg: cast FUL IR at a sigil on a wall to open a door somewhere.
Yes - have a floor pad, operated by DUNGEON_SPELL_FIREBALL on the tile infront of the sigil. If you want to make it so that the fireball has to be travelling towards it, then you can add a direction to the pad.

Alternatively, make it operated by DUNGEON_CLOUD_FIREBALL, then it'll only trigger after the spell has exploded on that tile...

Posted: Fri Dec 23, 2005 8:02 pm
by Sophia
<blatantplug> SS is full of puzzles involving throwing spells at things </blatantplug>

Seriously, though, this is super neatl! :D