Limiting specific spells

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Daecon
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Post by Daecon »

Lunever wrote: The problem with the spellbook being general for the party could be easily solved if the spellbook would not COPY spells, but instead STORE scrolls in a chest-like manner, allowing the character holding the spellbook to use any runes on his collected scrolls as usual. That would also allow for strategic re-arranging of spells during the game.
That would be pretty cool, although would it be possible to have specific combinations of runes "de-activated" until the corresponding scroll is found, thereby unlocking that spell even if you already had the individual runes, or would that be too un-Dungeon Master like?

Just in case you wanted to make a special spell but didn't want it available as soon as you knew the runes for it.
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George Gilbert
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Post by George Gilbert »

ZoKathRa wrote:That would be pretty cool, although would it be possible to have specific combinations of runes "de-activated" until the corresponding scroll is found, thereby unlocking that spell even if you already had the individual runes, or would that be too un-Dungeon Master like?

Just in case you wanted to make a special spell but didn't want it available as soon as you knew the runes for it.
Yes, that can be done in V0.39 (and probably earlier versions too). Have a look at the Ya Zo spell in the example "complex actions" dungeon - in particular the fact that the spell is filtered through a conditional relay before anything happens.

You could modify this to have the conditional relay check a counter to see if its set before performing the spell and have the counter only set when the scroll is picked up (or only when it's held up to a party members eye if you wanted). You could even have a parallel conditional relay that only fires if the counter *isn't* set to write out an "error" message to the player telling them some gumpf about not enunciating the runes quite right and needing to find a scroll to help them...
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Daecon
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Post by Daecon »

Speaking of conditional relays and counters and such, will there be a beginner's guide on how to set them up?

Just reading that paragraph you wrote makes my head spin...

</n00b>
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George Gilbert
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Post by George Gilbert »

That would be a nice idea - it's just a question of finding some time to do it! That said, Sophia's guide is a good starting point, and also just looking at the sample dungeons (where there are several effects that just use one or two relays) will give you the general idea of how they work.

BTW - I meant Ya Gor above!
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