Magic System
Posted: Sun Nov 25, 2007 10:30 pm
As of DSB 0.26, the rendering and handling of the magic spell dialog is handled by Lua, and the magic system is thus a lot more open.
The only thing the core engine stores now is rune numbers, which can be drawn by your renderer however you like. It can also store up to 8 runes, so if designers want to add another level to the magic system, or completely revamp it, they can.
The key variables are:
I've made one significant change to the spell tables, so keep this in mind if you're creating new spells: Due to the ability to now have a (more or less) arbitrary number of runes in a spell, I decided that storing the spells as three-digit numbers (the three runes other than power) was not practical anymore, so any trailing zeros have been eliminated. Thus, spell [400] is now [4]. Spell [440] is now [44], etc. Three-digit spells are the same. This means that if you added a set of fifth runes, new spells could be written by simply putting four-digit numbers into magic.lua.
The only thing the core engine stores now is rune numbers, which can be drawn by your renderer however you like. It can also store up to 8 runes, so if designers want to add another level to the magic system, or completely revamp it, they can.
The key variables are:
Code: Select all
runes_per_set = 6
rune_sets = 4