![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
#1 |
Symbol of Cyric
![]() |
![]()
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
__________________
http://www.wilhelmscream.net/ |
![]() |
![]() |
![]() |
#2 |
Jack Burton
![]() Join Date: July 13, 2001
Location: Stumptown
Age: 53
Posts: 5,444
|
![]()
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 ![]() 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. ![]() ![]() ![]() |
![]() |
![]() |
![]() |
#3 |
Horus - Egyptian Sky God
![]() Join Date: June 7, 2007
Location: Japan
Age: 47
Posts: 2,614
|
![]()
Hmm - for demos and such we should perhaps get a list of working spells, partially working spells, and nonworking spells...
__________________
Original Dungeon Craft art at my home page: http://dhost.info/uatu/ My Blog: http://advanceddantiansanddragons.blogspot.com |
![]() |
![]() |
![]() |
#4 |
Jack Burton
![]() Join Date: July 13, 2001
Location: Stumptown
Age: 53
Posts: 5,444
|
![]()
Well, all I can think of off the top of my head:
not working: slepp partially working: cure spells |
![]() |
![]() |
![]() |
#5 |
Horus - Egyptian Sky God
![]() Join Date: June 7, 2007
Location: Japan
Age: 47
Posts: 2,614
|
![]()
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 ![]()
__________________
Original Dungeon Craft art at my home page: http://dhost.info/uatu/ My Blog: http://advanceddantiansanddragons.blogspot.com |
![]() |
![]() |
![]() |
#6 |
Jack Burton
![]() Join Date: July 13, 2001
Location: Stumptown
Age: 53
Posts: 5,444
|
![]()
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). |
![]() |
![]() |
![]() |
#7 |
Horus - Egyptian Sky God
![]() Join Date: June 7, 2007
Location: Japan
Age: 47
Posts: 2,614
|
![]()
I think the undead tried to run away... (if my memory is correct)
__________________
Original Dungeon Craft art at my home page: http://dhost.info/uatu/ My Blog: http://advanceddantiansanddragons.blogspot.com |
![]() |
![]() |
![]() |
#8 |
Jack Burton
![]() Join Date: July 13, 2001
Location: Stumptown
Age: 53
Posts: 5,444
|
![]()
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.
|
![]() |
![]() |
![]() |
#9 |
Horus - Egyptian Sky God
![]() Join Date: June 7, 2007
Location: Japan
Age: 47
Posts: 2,614
|
![]()
Yeah, I tried in an old version (the one previous to the one we have now, I guess).
__________________
Original Dungeon Craft art at my home page: http://dhost.info/uatu/ My Blog: http://advanceddantiansanddragons.blogspot.com |
![]() |
![]() |
![]() |
#10 |
Jack Burton
![]() Join Date: July 13, 2001
Location: Stumptown
Age: 53
Posts: 5,444
|
![]()
Well, if they tried to run away, that's good. It should work then, when fleeing is turned back on.
|
![]() |
![]() |
![]() |
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
|
|
![]() |
||||
Thread | Thread Starter | Forum | Replies | Last Post |
Magic resistance against weapons that give magic damage | Harkoliar | NWN Mod: Escape from Undermountain | 14 | 08-01-2006 06:41 PM |
High magic or low magic world? | Marathon | NWN Mod: Escape from Undermountain | 9 | 04-24-2005 03:06 AM |
magic PC?? | Armen | Baldurs Gate II: Shadows of Amn & Throne of Bhaal | 5 | 04-16-2004 12:29 PM |
Remove magic or Dispell magic? | Tom-Slayer | Baldurs Gate II: Shadows of Amn & Throne of Bhaal | 4 | 04-28-2003 02:18 PM |
Might and Magic , well , magic sucks. | aun1 | Miscellaneous Games (RPG or not) | 15 | 02-02-2002 04:22 PM |