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Fireball strength

Posted: Sat Aug 05, 2006 10:30 pm
by Trakl
Another problem (geeez.... I'm giving away all those cool surprises...)

So there it is again:

******** Possible SPOILER! ***********


I realized that fireballs tend to fade away over a distance - that does not apply to shooter-cast fireballs.
I need something to refresh the fireballs cast against a teleporter, so it captures the spells and releases it when the teleporter is turned off.

Is that possible?

Posted: Sat Aug 05, 2006 11:22 pm
by beowuuf
Yes

I know you are excited by alot of new ideas, but I really think it would help you alot to open the editor, and just look at all the actions inb turn and compare, either with sophia's guide or by playing with them.

Even just take a day and you woudn't have to spoil alot of mechanics

For the fireball, you have an opby spell for a trigger - trigger a relay that swpas out the fireball to nothign, increments the counter. Switching off the teleporter queries the counter and fires a new fireball

This is therory, another reason for you to play with it yourself!

Posted: Sat Aug 05, 2006 11:27 pm
by Trakl
Thanks, but I wouldn't ask if I hadn't played a lot with those relay mechanics. Some thinks won't work even where they should, that is the problem...

Well... I'll try your version. One question: how can I create as many fireballs on the ONE tile as went into the teleporter before?

Posted: Sat Aug 05, 2006 11:33 pm
by beowuuf
Not relays - you might be missing triggers and simpler things (such as spell opby). Counter quries are sophia's speciality, but somehing clever with those