Adding to the Spellbook Pt II

Discussion in 'General Modification' started by Kuraylon, Jun 7, 2005.

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  1. Cujo

    Cujo Mad Hatter Veteran

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    No it suddenly gets a pompous English accent and declares the it wants a cup of tea.
     
  2. Cujo

    Cujo Mad Hatter Veteran

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    hahahaha

    look what I found;
    looks like the Sword of Cahoem is a really agresive vorpal sword. I laught when I stumbled apon this. looks like the guy that made D&D copyed the brothers Grimm as well as tolkien.
     
  3. darmagon

    darmagon stumbler in the dark

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    actually the word vorpal comes from the poem Jabberwocky by lewis carroll:

    "One, two! One, two! and through and through
    The vorpal blade went snicker-snack!
    He left it dead, and with its head,
    He went galumphing back"

    Darmagon
     
  4. Cujo

    Cujo Mad Hatter Veteran

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    well then, there's nothing new under the sun, everyone just copys everyone else, me included.
     
  5. Cujo

    Cujo Mad Hatter Veteran

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    I want to make a new spell, one that'll turn its target into a toad but I can't figure it out. I was thinking that it'd be something like the script that changes darly or kella but not quite. does anyone have any ideas.
     
  6. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    I just checked the Dialogue/Python thread, there doesn't seem to be anything that directly addresses the model of the character. This sounds like the sort of question that would be perfect for Agetian's friend that has been investigating these things.
     
  7. Cerulean the Blue

    Cerulean the Blue Blue Meanie Veteran

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    Are there any toad models in the game? Maybe the spell could turn it's target into a chicken, or a sheep. :poke:
     
  8. Cujo

    Cujo Mad Hatter Veteran

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    well there is code somewhere for druids wild shape and kella and darley as I mentioned all ready. I've got some idea how it works but I'm not sure if i'd work as a spell and how much code I would need, and I'm pretty sure there's a toad otherwise it'll just be a frog.
     
  9. Cujo

    Cujo Mad Hatter Veteran

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    how would you make a spell that gives a tempory bonus to a skill eg. a +20 to spellcraft?

    this is in relation to the Analyze Dweomer idea. now I know that you can make items that give bonuses while equiped and also there's the skill focus feat, but apart from those things I'm kinda lost on that part so darmagon or Drifter you've been awesome in the past in this field any ideas?
     
  10. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Same way u do any spell that works a while? How does "Cats Grace" etc work - surely similar to that, only scripting for skills instead of feats?

    Just a thought.
     
  11. Cujo

    Cujo Mad Hatter Veteran

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    kinda a sideways question for this thread but, I've made a new spell for my little pet dragons, the spell works but the dragon has never used it, anyone have any ideas?
     
  12. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Hack the strategy.tab? Or ask Allyx how he does his one?
     
  13. Cujo

    Cujo Mad Hatter Veteran

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    I got it working - thanks to Agetian and C/B. half of the animal compainon thing is a quick easy way to test them as I havn't figured out spawning NPCs yet.

    btw that pet store idea doesn't sound to bad.
     
  14. Cujo

    Cujo Mad Hatter Veteran

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    bump

    a better code for spell570 - ahobm.py I think - can someone test this please, darmagon, allyx? test it on the mc_types listed and see what it says about it.

    Code:
    from Co8 import *
    def OnBeginSpellCast( spell ):
    	print "ahobm OnBeginSpellCast"
    	print "spell.target_list=", spell.target_list
    	print "spell.caster=", spell.caster, " caster.level= ", spell.caster_level
    	game.particles( "sp-enchantment-conjure", spell.caster )
    
    def	OnSpellEffect( spell ):
    	print "ahobm OnSpellEffect"
    
    
    	spell.duration = 1	
    	game.particles( 'sp-Bane', spell.caster )
    	
    
    	for target_item in spell.target_list:		
    		tar = target_item.obj
    		if (tar.name == 8064) or (tar.name == 8042) or (tar.name == 8043):
    			remove_list.append( tar )
    			tar.float_mesfile_line( 'mes\\spell.mes', 20048 )
    		elif tar.is_category_type( mc_type_plant ):
    			remove_list.append( tar )
    			tar.float_mesfile_line( 'mes\\spell.mes', 20049 )
    		elif tar.is_category_type( mc_type_ooze ):
    			remove_list.append( tar )
    			tar.float_mesfile_line( 'mes\\spell.mes', 20049 )
    		elif tar.is_category_type( mc_type_aberration ):
    			remove_list.append( tar )
    			tar.float_mesfile_line( 'mes\\spell.mes', 20049 )
    		elif tar.is_category_type( mc_type_undead ):
    			remove_list.append( tar )
    			tar.float_mesfile_line( 'mes\\spell.mes', 20050 )
    		else:
    			target_item.obj.critter_kill_by_effect()
    			tar.float_mesfile_line( 'mes\\spell.mes', 30002 )
    			tar.float_mesfile_line( 'mes\\spell.mes', 20047 )	
    	End_Spell(spell)
    	spell.spell_end( spell.id )
    
    def OnBeginRound( spell ):
    	print "ahobm OnBeginRound"
    
    def OnEndSpellCast( spell ):
    	print "ahobm OnEndSpellCast"
    
    sorry I forgot, you'll need the sword of cahoem (4406 I think) and if you allread have spell570 - ahobm.pyc you'll have to delete it.
    and you'll need 5.0.0 beta to run it
     
    Last edited: Jun 2, 2006
  15. rufnredde

    rufnredde Established Member Veteran

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    I tested this and everything worked fine, nothing that wasn't supposed to die died. Heads came off of everything, that is not immune to the blades mighty wrath. :dead: Floating text worked accross the board:cool:

    :tombstone Formal complaints from the entire rest of the party by the way. Once I reattached their heads. ;)
     
    Last edited: Jun 3, 2006
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