On Sat, 30 Mar 1996, Jurko Gospodnetic wrote: > Here's a small suggestion for altering the spell system... > > add another parameter to the ASPELL calls - arg (text you wrote in after the > spell name). That way you can implement spells that require some other sort > of data except possible target (char or object), for example: > > > cast 'illusion' A small illusion is following Drizzt here. It might be interesting to allow you to create illusions of NPC's, PC's, and so on. Sort of like cloning, but have the illusion cause no damage and vanish after a hit or something. So you could do: cast 'illusion' guard if you want to create an illusion of the guard. Thus, you could also create an illusion of a sword, or armor, to make yourself be more impressive... though you would have to take off your real armor first. This would be really worthwhile, if you can pull it off. The problem is that "guard" probably applies to at least 5 different NPC's in the game, and so you might have to narrow it by area, or display a list of guards and short descriptions when the spell fails. Thus, a standard illusion spell sequence might look like this: > cast 'illusion' guard Which guard? 1: There is a bulky castle guard here. 2: One of the sultan's guards stands about, looking menacing. 3: The goblin guards his king. > cast 'illusion' guard 2 Okay. > look ... One of the sultan's guards stands about, looking menacting. > kill guard You strike at the guard, but your sword passes through harmlessly! The illusion dissipates. -- For fun, you could have the strength of an illusion be determined by a player's skill at that spell, so an illusion could last for two or three hits. This would require the addition of a new field to the structs, I suspect, as well as a new flag (PC_ILLUSION, for example). > get the idea? > > or spells that would do stuff like teleport to a room selected by typing > a number after the spell name... > > > cast 'rift' 61724 It might actually be better to try to create unique short room descriptions and teleport via that... or, to reduce the risk of that, cast a 'marker' spell at a room you want to teleport to (i.e., go to the room, cast 'marker', then at a different room cast 'rift' <marker-no>). The only reason I suggest this is because it's sometimes a pain to come up with the room vnums, and it's even worse to write down massive numbers by hand along with a short description. It might be possible for the game to do this for you. > Ok, hope this helps.... (its actually 5 minutes work to add, if that much :-)) Of course, we're looking at 15 minutes' work, now. ________________________________________________________________________ Tel Janin Aellinsar http://www.crocker.com/~icarus McCoy Enterprises Corporation Shayol Ghul Resort and Health Spa Berserker Dragon, Knights of the Cosmos icarus@BERKSHIRE.NET
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