In another thread I talked about a Custom Spell Compiler.
It seems to me that people want a way to redefine the runes
needed to cast a spell and a way to deny use of the spell
until something is accomplished ( like finding a scroll or visiting
a mage or eating a special apple or whatever).
Here is what I propose. Provide a compiler and a template
that defines the current spell system. You could then change
the template as you see fit.
There are 253 possible spells. The template would define them
all. Spells cound be disabled by specifying the location of an
AND/OR gate somewhere in the dungeon. The spell would be
disabled if the value of the gate was zero. You could also
specify the text to display if the spell is disabled. ( "ONLY
KING MIDAS CAN TEACH YOU THAT SPELL"). Then, when
you find the scroll or visit King Midas you set a bit in the AND/OR
gate and the spell becomes enable.
Example:
SPELL x,2,3 name "ZO" translate x,6 enable 0(17,3) text 0(17,3)
This redefines the ZO spell to use runes 2,3 and only works if
the AND/OR gate at 0(17,3) is non-zero and displays the text
at 0(17,3) if the spell fails because the AND/OR gate is zero.
You might arrange that picking up the scroll at 0(17,3) sets a bit
in the AND/OR gate at 0(17,3) so you hve to find the scroll before
you cast the spell.
There would be 253 lines like that except that most of them would
say:
SPELL x,4,5 illegal
And the text displayed would be "<char> mumbles a meaningless spell"
Then, after you edit this file, you compile it and import it. Then
the experts among you could fiddle with it to add particular special
effects that suit your fancy (like a spell that closes a pit).
Custom Spell Compiler
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- Paul Stevens
- CSBwin Guru
- Posts: 4318
- Joined: Sun Apr 08, 2001 6:00 pm
- Location: Madison, Wisconsin, USA