RUNES & SPELL Help
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RUNES & SPELL Help
I am looking for the definition of the runes to verify what number is placed to which rune.
In the spells you have to numbers like [152] in below. I take it this defines what runes will be used when casting the spell. So wth is 152? Is there a chart for what runes = what numbers I can find so i can make custom spells? cause I am lost on this matter...
[152] = {
class = CLASS_WIZARD,
subskill = SKILL_DES,
difficulty = 1,
idleness = 18,
cast = magic_footprints
},
In the spells you have to numbers like [152] in below. I take it this defines what runes will be used when casting the spell. So wth is 152? Is there a chart for what runes = what numbers I can find so i can make custom spells? cause I am lost on this matter...
[152] = {
class = CLASS_WIZARD,
subskill = SKILL_DES,
difficulty = 1,
idleness = 18,
cast = magic_footprints
},
Re: RUNES & SPELL Help
I think it is first rune, then 5th rune then 2nd rune. This makes up the spell
cannot reach the dm encyclopedia right now, so no link to a spell chart. But there is some around I am positive about that!!
Power runes are left out because it does not change the spell.
then come up to 3 runes you can choose out of the 6 runes that are displayed.
power -->alignment >element force -->class or sth. like that.
a vi potion would be :
[2]
fireball would equal: ful ir
[43]??
cannot reach the dm encyclopedia right now, so no link to a spell chart. But there is some around I am positive about that!!

Power runes are left out because it does not change the spell.
then come up to 3 runes you can choose out of the 6 runes that are displayed.
power -->alignment >element force -->class or sth. like that.
a vi potion would be :
[2]
fireball would equal: ful ir
[43]??
Re: RUNES & SPELL Help
that helped a lil, I was more looking for what rune = what #
Like vi = 2 right
ful = 4
ir = 3
is there any way to view or find out all this without testing numbers all day?
Like vi = 2 right
ful = 4
ir = 3
is there any way to view or find out all this without testing numbers all day?
- Sophia
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Re: RUNES & SPELL Help
It's positional. The exact relationship between number and rune depends on which set of runes you're currently using.
Think of the six runes displayed as 1 2 3 4 5 6, and the spell is entered as which of those six spots you have to click in turn.
If you want rune name correlations, though, here they are:
For "elemental influence", 1 = ya, 2 = vi, 3 = oh, 4 = ful, 5 = des, and 6 = zo.
For "form", 1 = ven, 2 = ew, 3 = kath, 4 = ir, 5 = bro, 6 = gor.
For "class/alignment", 1 = ku, 2 = ros, 3 = dain, 4 = neta, 5 = ra, 6 =sar.
Think of the six runes displayed as 1 2 3 4 5 6, and the spell is entered as which of those six spots you have to click in turn.
If you want rune name correlations, though, here they are:
For "elemental influence", 1 = ya, 2 = vi, 3 = oh, 4 = ful, 5 = des, and 6 = zo.
For "form", 1 = ven, 2 = ew, 3 = kath, 4 = ir, 5 = bro, 6 = gor.
For "class/alignment", 1 = ku, 2 = ros, 3 = dain, 4 = neta, 5 = ra, 6 =sar.
Re: RUNES & SPELL Help
The spell raise dead is bugging me here. I tried coping and pasting the vi alcove, but then I got stuck on how to recode some parts so it is like a spell not a vi_alcove remake completely.
The object: I want to change on_click=use_vi_altar, into something to use like a weapon, but then I need to make a method, but I dont have a raise mention and unsure how to do that so figured a shoot spell method would work and make a raise spell instead. Am I getting over my head here or did I just take a long route to do all this?
I dont think on_click=use_raise, is gonna work well with this spell, I have a trigger ready also, but on_click isnt right is it? I mean if you use the spell from the phoenix down on_click wouldnt be used in the spell so what is a better command, is there an on_use or something that just spawns it like the dsb_spawn?
The object: I want to change on_click=use_vi_altar, into something to use like a weapon, but then I need to make a method, but I dont have a raise mention and unsure how to do that so figured a shoot spell method would work and make a raise spell instead. Am I getting over my head here or did I just take a long route to do all this?
Code: Select all
OBJECT:
obj.phoenix_down = {
type="THING",
class="SPELLITEM",
icon=gfx.icon_phoenixdown,
dungeon=gfx.phoenixdown,
methods = {
{ "RAISE", 0, CLASS_PRIEST, method_shoot_spell }
}
}
obj.raise = {
name="FIREBALL",
type="THING",
class="SPELL",
dungeon=gfx.raise,
revive_class = "BONES"
on_click=use_raise,
msg_handler = raise_msg_handler,
no_shade = true
}
- Sophia
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Re: RUNES & SPELL Help
You don't really need a separate "raise" object. The best approach, in my opinion, is to write a method_raise_dead which is invoked by the phoenix down's attack method. In this code you can take care of raising the dead party members.
A simple method would look something like this. Note that I haven't tested this code, but I think it should work ok.
This will bring anyone dead back with 1 hp.
If you use this code, you'll have to add method_info for RAISE to obj.phoenix_down, since it's not a standard DM attack method.
A simple method would look something like this. Note that I haven't tested this code, but I think it should work ok.
Code: Select all
function method_raise_dead(name, ppos, who, what)
local m = lookup_method_info(name, what)
if (not m) then return end
for checkppos=0,3 do
local checkchar = dsb_ppos_char(checkppos)
if (checkchar and dsb_get_bar(checkchar, HEALTH) == 0) then
dsb_set_bar(checkchar, HEALTH, 10)
end
end
method_finish(m, ppos, who)
end
If you use this code, you'll have to add method_info for RAISE to obj.phoenix_down, since it's not a standard DM attack method.
Code: Select all
obj.phoenix_down = {
--
-- The rest of your object definition goes here...
--
method_info = {
RAISE = {
xp_class = CLASS_PRIEST,
xp_sub = SKILL_POTIONS,
xp_get = 10,
idleness = 10,
stamina_used = 10
}
}
}
Re: RUNES & SPELL Help
No method appeared when I went to test the item, the hand showed up blank.
When holding the item nothing is shown not even the hand, unable to click
When holding the item nothing is shown not even the hand, unable to click
Re: RUNES & SPELL Help
ok by adding the
methods = { RAISE, 0, CLASS_PRIEST, method_raise_dead}
it worked, so I got it to work but the bones do not disappear from the ground lol
Also when i try to set a def_charge I get an error when loading the game:
methods = { RAISE, 0, CLASS_PRIEST, method_raise_dead}
it worked, so I got it to work but the bones do not disappear from the ground lol
Also when i try to set a def_charge I get an error when loading the game:
Code: Select all
"lua FUNCTION RAISE: base/util.lua:702: dsb_get_charge requires int in param 1"
Code: Select all
obj.phoenix_down = {
name="PHOENIX DOWN",
type="THING",
class="SPELLITEM",
shortdesc="SPELL ITEM",
mass=0,
icon=gfx.icon_phoenixdown,
dungeon=gfx.phoenixdown,
def_charge=1,
methods = {
{ "RAISE", 0, CLASS_PRIEST, method_raise_dead }
},
method_info = {
RAISE = {
xp_class = CLASS_PRIEST,
xp_sub = SKILL_POTIONS,
xp_get = 10,
idleness = 10,
stamina_used = 10,
charge = 1
}
},
convert_deplete="ashes"
}
- Sophia
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Re: RUNES & SPELL Help
Removing the dead bones will be a bit more complicated. On the other hand, we can make the function work a bit more elegantly, too.
Code: Select all
function method_raise_dead(name, ppos, who, what)
local m = lookup_method_info(name, what)
if (not m) then return end
local revive_target = nil
local found_bones = nil
local checkbones = dsb_fetch(CHARACTER, who, INV_L_HAND, 0)
if (checkbones) then
local checkarch = dsb_find_arch(checkbones)
if (checkarch == obj.bones) then
found_bones = true
use_exvar(checkbones)
if (exvar[checkbones].owner) then
revive_target = exvar[checkbones].owner
dsb_msg(0, checkbones, M_DESTROY, 0)
dsb_sound(snd.zap)
end
end
end
if (revive_target) then
local r_ppos = dsb_char_ppos(revive_target)
if (r_ppos) then
dsb_set_bar(revive_target, HEALTH, 10)
dsb_write(player_colors[r_ppos + 1], dsb_get_charname(revive_target) .. " REVIVED.")
method_finish(m, ppos, who, what)
end
else
if (found_bones) then
dsb_write(system_color, dsb_get_charname(who) .. " CANNOT REVIVE THOSE BONES.")
else
dsb_write(system_color, dsb_get_charname(who) .. " MUST HAVE BONES IN HAND.")
end
end
end
Re: RUNES & SPELL Help
ok next situation is a HEAL SPELL I made
it works fine except, i want to hear sound when it is used. I havent learned much about sounds yet and DM is lacking snds for me to fully learn how to do this myself.
So what code am I missing to add sound to this spell above so it can sound like its being cast? ^.^
Code: Select all
function heal(atype, ppos, who, power, skill, delay)
local s_power = (power+1)/8 + 32
local heal_divide = (511 - power) / (2 * s_power)
local maxhp = dsb_get_maxbar(who, HEALTH)
local gain_hp = maxhp / heal_divide
local hp = dsb_get_bar(who, HEALTH) + gain_hp
if (hp > maxhp) then hp = maxhp end
local i_heal = power/42
if (i_heal < 1) then i_heal = 1 end
i_heal = i_heal * 9
local c
for c=0,i_heal do
local inj_loc = random_body_loc()
local inj = dsb_get_injury(who, inj_loc)
if (inj) then
local ipower = s_power/4
if (ipower > 45) then ipower = 45 end
inj = inj - ipower
if (inj <= 0) then
dsb_set_injury(who, inj_loc, 0)
else
dsb_set_injury(who, inj_loc, inj)
end
end
end
dsb_set_bar(who, HEALTH, hp)
end
So what code am I missing to add sound to this spell above so it can sound like its being cast? ^.^
Re: RUNES & SPELL Help
^.^ well sorta getting there, but I still lack enough to make bad@$$ scripts.
- Sophia
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Re: RUNES & SPELL Help
Sound is pretty simple.Kes wrote:So what code am I missing to add sound to this spell above so it can sound like its being cast? ^.^

It's just dsb_sound. You can get a list of the standard DM sounds from base/graphics.lua, near the bottom.
For example, in the script above, to make a zap sound:
Code: Select all
dsb_sound(snd.zap)
Re: RUNES & SPELL Help
*feels retarded now*
thnx now I can finish this and crawl in a corner for stupidity lol
thnx now I can finish this and crawl in a corner for stupidity lol