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Old 06-29-2008, 11:52 PM   #1
SilentThief
Symbol of Cyric
 
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Mad Magic Gone Awry!!!

So if the magic system is incomplete due to being lost in translation from the scripting language, do I put out a really short magic list (like none of the protection spells work... prot. from evil/good does nothing, resist cold doesn't work, ect). I mean since this is a "demo" and currently the AI doesn't use spells, it doesn't matter much.

But since I am using undead, we still cannot use a holy water item script (damages undead, but would do nothing for say, a goblin) becuz testing shows no response/effect for "is_undead" (IIRC as the correct script).

This is one of the many considerations for making a mod...

ST
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Old 06-29-2008, 11:59 PM   #2
manikus
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Default Re: Magic Gone Awry!!!

I was under the impression that protection from evil/good worked, what was broken was that you can't set a flag to mark a monster as evil or good, only enemy or ally...

We could turn back on the monster AI, but then half of the creatures will run away and that will crash the game.

I know that the undead flag works, b/c clerics can turn undead. Again, if I recall correctly, the trouble with undead (don't get me started ) was an issue with the monster editor.

I think the resistance to cold is the same issue with good/evil. We can protect against cold, but currently there is no way to flag monsters/items/spells/damage as cold.

As far as the GPDL being broken, I think it is effecting less than 10% of the spells. I hope to make that less than 5% by next release just by the fact of creating a bunch more spells.
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Old 06-30-2008, 12:31 AM   #3
Uatu
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Default Re: Magic Gone Awry!!!

Hmm - for demos and such we should perhaps get a list of working spells, partially working spells, and nonworking spells...
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Old 06-30-2008, 12:41 AM   #4
manikus
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Default Re: Magic Gone Awry!!!

Well, all I can think of off the top of my head:

not working:
slepp

partially working:
cure spells
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Old 06-30-2008, 08:40 PM   #5
Uatu
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Default Re: Magic Gone Awry!!!

Are those all? Do the neutralize poison, cure disease, raise dead spells work in battle?

Incidentally, regarding turn undead - in the old Gold Box games, didn't the undead just disappear (when turned, instead of running away)? I guess running away is more realistic, but disappearing is faster
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Old 06-30-2008, 09:09 PM   #6
manikus
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Default Re: Magic Gone Awry!!!

Those are all of the spells that I know about, not to say they are the only ones, though.

I actually can't remember how DC does it, I'm pretty sure the undead just disappear The only way you know if they were turned or destroyed is whether or not the party gets any XP at the end of battle (no, yes, respectively).
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Old 06-30-2008, 11:09 PM   #7
Uatu
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Default Re: Magic Gone Awry!!!

I think the undead tried to run away... (if my memory is correct)
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Old 06-30-2008, 11:54 PM   #8
manikus
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Default Re: Magic Gone Awry!!!

I do vaguely recall some running away, but in an old version of DC. I know that fleeing has been turned off for the last couple of releases, so maybe the turned undead either disappear or stay and keep on fighting.
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Old 07-01-2008, 01:32 AM   #9
Uatu
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Default Re: Magic Gone Awry!!!

Yeah, I tried in an old version (the one previous to the one we have now, I guess).
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Old 07-01-2008, 05:57 PM   #10
manikus
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Default Re: Magic Gone Awry!!!

Well, if they tried to run away, that's good. It should work then, when fleeing is turned back on.
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