For example, it could be used in a spell that allows illusion walls to temporarily be made partially see-through....

Moderator: George Gilbert
On purely semantic terms - No - an object is immutable. Remember the difference between "object" and "item" - an object is a theoretical concept, an abstract form that can't be altered. An item is a specific instance of something that can be changed.Gambit37 wrote:Would it be possible to add an action that can change an object's transparency value?
Just have the wall on the same tile as a WALLSET_ALT and swap the WALLSET_ALT type on the casting of the spell between a wallset with opaque bitmaps and one with transparent ones...that way only the tiles you want will change - nothing to do with the properties of the fake wall per se.Gambit37 wrote:For example, it could be used in a spell that allows illusion walls to temporarily be made partially see-through.... ;)
It's exactly this unnecessary bloating of duplicated resources that I'm trying to avoid. You have a transparency flag in the engine already to render things 50% opaque -- why can't we simply invoke that using an action?George Gilbert wrote:What you can do though is SWAP a specific item with a given object type into another one with a different object type (the first object type having opaque bitmaps, the second having transparent). That would give you the effect you want.,
This is a nice solution but it again means duplicated bitmaps -- unless RTC is clever enough not to import duplicates when the difference is only the transparency flag?George Gilbert wrote:Just have the wall on the same tile as a WALLSET_ALT and swap the WALLSET_ALT type on the casting of the spell between a wallset with opaque bitmaps and one with transparent ones...that way only the tiles you want will change - nothing to do with the properties of the fake wall per se.
No, for all sorts of reasons.Gambit37 wrote:Does it really have to be that complicated? Is it really not possible to have a general action to do this arbitrarily to any item?