[Crossfire-wiki] [Crossfire DokuWiki] page changed: dev:spells

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Date        : 2006/12/08 10:18
User        : ryo
Edit Summary: format

@@ -649,85 +649,49 @@
  
  Note the spell otherwise doesn't have any tunables.
  
  It should be noted that if different archetypes were made it, it should be possible to have multiple town portal type spells that lead to different destinations.
+ 
  
  ===== Spell casting objects =====
  
- As described in section 2 above, objects that cast spells (wands, rods,
- scrolls, etc) contain the spell they cast in their inventory.  When the player
- uses the object, the code looks for an object in the inventory, and uses that
- as the type of spell to cast.
+ As described in section 2 above, objects that cast spells (wands, rods, scrolls, etc) contain the spell they cast in their inventory.  When the player uses the object, the code looks for an object in the inventory, and uses as the type of spell to cast.
  
- Treasure lists are used to determine what spell goes in the object.  Thus,
- what spells show up in the objects is determined purely by the treasure lists,
- and unique lists can be pade for potions, scrolls, wands, horns, and even
- different lists for heavy and light rods.
+ Treasure lists are used to determine what spell goes in the object.  Thus, what spells show up in the objects is determined purely by the treasure lists, and unique lists can be made for potions, scrolls, wands, horns, and even different lists for heavy and light rods.
  
- The value of the finished object is the value field in the spell object
- multiplied by the value object in the original object (rod, wand, scroll).
+ The value of the finished object is the value field in the spell object multiplied by the value object in the original object (rod, wand, scroll).
  
- For items that come in different levels, the value is also adjusted based on
- the level of the object based on the difference of level.  The
- code for this is in common/treasure.c
+ For items that come in different levels, the value is also adjusted based on the level of the object based on the difference of level. The code for this is in common/treasure.c
  
- The nrof field for the treasurelists for these objects have special meanings -
- since the spell objects are invisible objects within the spell casting object,
- the nrof field has no actual meaning.  However, we borrow that meaning for use
- in the parent object.
+ The nrof field for the treasurelists for these objects have special meanings - since the spell objects are invisible objects within the spell casting object, the nrof field has no actual meaning.  However, we borrow that meaning for use in the parent object.
  
- For wands, nrof is used for the number of charges the item has.
- For scrolls, nrof is the number of scrolls to make.  This overrides the
- nrof value for the scroll itself - this allows for fine tuning number
- of scrolls that show up for different spells.
+ For wands, nrof is used for the number of charges the item has. For scrolls, nrof is the number of scrolls to make.  This overrides the nrof value for the scroll itself - this allows for fine tuning number of scrolls that show up for different spells.
  
- RODS/HORNS:
- ----------
- hp is the amount of 'energy' the rod currently has.  when a spell is
- cast, hp is reduced by the amount of sp/grace the spell takes up.
- speed: how often the rod recharges.  There used to be a much more complicated
- way of of regenerating charges.  Instead, each time a rod activates,
- it regenerates 10% of its total power.  Thus, a rod of speed 1.0 would
- fully recharge in 10 ticks, a rod with speed 0.1 would fully recharge in 100
- ticks.
+ ==== RODS/HORNS ====
  
- This change in the way rods recharge now mean the speed of a rod can
- be set in a map (or elsewhere), and that change would stick.
+ hp is the amount of 'energy' the rod currently has.  when a spell is cast, hp is reduced by the amount of sp/grace the spell takes up.
  
- Within the archetype itself, the maxhp value determines the number of
- spells the rod can hold before it needs to recharge again.
+ speed is how often the rod recharges.  There used to be a much more complicated way of of regenerating charges.  Instead, each time a rod activates, it regenerates 10% of its total power.  Thus, a rod of speed 1.0 would fully recharge in 10 ticks, a rod with speed 0.1 would fully recharge in 100 ticks.
  
- POTIONS/DUSTS:
- --------------
- potions and dusts (which were really just potions with a is_dust flag set)
- have been redone in several ways.
+ This change in the way rods recharge now mean the speed of a rod can be set in a map (or elsewhere), and that change would stick.
  
- First, potions had varying meanings for the same archetype.  You could
- have potions that improve stats permenantly, ones that cast spells,
- and dust.
+ Within the archetype itself, the maxhp value determines the number of spells the rod can hold before it needs to recharge again.
  
+ ==== POTIONS/DUSTS ====
+ Potions and dusts (which were really just potions with a is_dust flag set) have been redone in several ways.
  
- There is now a SPELL_POTION (116) type. This is used for potions that
- ast spells.  These type of potions really never should have been the
- same type in the first place - other than name, they really had
- none of the same code.
+ First, potions had varying meanings for the same archetype.  You could have potions that improve stats permanently, ones that cast spells, and dust.
  
+ There is now a SPELL_POTION (116) type. This is used for potions that cast spells.  These type of potions really never should have been the same type in the first place - other than name, they really had none of the same code.
  
- FIREWALL (62)
- ----------------------------
+ ==== FIREWALL (62) ====
  These objects are very basic - they cast a spell whenever they activate.
- If they have a spell object in their inventory
- (must be first item), that is the spell that is cast.  Otherwise, they
- cast what other_arch points to.
  
- Firewalls can be activated by buttons, and can also cast spells in specific
- directions.  The direction the firewalls fire in is stored in the 'sp' field
- of the firewall.
+ If they have a spell object in their inventory (must be first item), that is the spell that is cast.  Otherwise, they cast what other_arch points to.
  
- Note that FIRECHEST (61) got folded into FIREWALLS, because functionally,
- they were identical - just set 'sp 0' in the firechest, and it fires
- in a random direction.
+ Firewalls can be activated by buttons, and can also cast spells in specific directions.  The direction the firewalls fire in is stored in the 'sp' field of the firewall.
  
+ Note that FIRECHEST (61) got folded into FIREWALLS, because functionally, they were identical - just set 'sp 0' in the firechest, and it fires in a random direction.
  
  ===== Arch directory layout =====
  
  This section describes the basic layout of the archetypes in the arch


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