I like the genie trader idea. - one spell to summon the genie and then he does the rest - through dialogue maybe?
>>bradwinri Hmm...I was actually unaware that anyone was working on the bag of holding thing. I have some ideas in that line myself but haven't been able to devote any time to it. I do like the wish spell ideas. Would definitely be preferable to my clunky idea. I might have some ideas that would help this along. going to have to think about them first. Darmagon
Okay the re-release will not be today. First I haven't had time to test properly (and the extent of my tests has increased considerably since the initial release.) And second I have started to program a new tool for the protos. Something that will make my life a whole lot easier down the road and, as Shiningted pointed out will make all modders lives a little bit easier. right now it is just a console program that will modify the protos so that the proto id field and the name field correspond for every entry in the protos (except for where they shouldn't be changed in certain special cases.) Sorry for the delay but I thought this was important enough to hold up a new spell release.... EDIT: now if everyone had python installed on their systems, I would have the program done by now. And if everyone had PERL installed it would have been done hours ago. but since I can't count on that, I have to do it in C++, which I haven't used in a helluva long time and since it is an industrial strength programming language, proves to be an impediment in the short run for something this simple but really gives power and flexibility in the long run.... Darmagon
Maybe I'm confusing it with something else, but aren't the differences in the ID field versus the name field for NPCs there so you have to talk to them to find out their name? Also, to tell the player things that might not be apparent (such as Innkeeper for Gandigoot) from the game engine.
Yeah they are there for a reason with some NPCs, we are thinking of the ones where the name field is blank.
Bad news: while everything else is going fine with the revisiion, tensers transformation is still giving me a headache. As outlined above with the protos altered so that all the weapons have names: at the end of the spell if I re-equip the weapon that was altered the game slows to a crawl. Animations slow down the mouse cursor slows down, the reaction of the game slows down everything. Yet when I do the same things I do in the script from the console everything works fine. REally weird. Anyway, sorry to say I am gone for the weekend and won't be back until sometime sunday. No spells until (maybe) then sorry, Darmagon
silly questions unzipped latest file, as before only druid 6th spell i see is mass clw and harm and heal for cleric, am i missing something or do i need start new game?
Sorry for not making this point clear in the docs. You have to level the character up in order to see the new spells Darmagon
you've got some stuff written in the text that comes with the new spells but can we get spell descriptions for the new spells (class/level/school etc) - just a copy and paste from the SDR for the spells that are now in ToEE and slightly modified if they don't work quite the same. just so idiots like me can print then off and shove them into the back of the booklet.
Your wish is my command Cujo and just in time for a bug fix. Just recently found out that casting heal on someone with tenser's transformation causes a CTD. So along with the updated docs comes a fix for that and a few minor tweaks Please everyone redownload to get this fix. To download go to the first post in this thread. EDIT: btw the new zip file contains an update to the paladin 'Holy Sword' spell and a modified version of 'Heal' and 'Mass Heal' to overcome the 'Tenser's Transformation' bug Darmagon
OK, time to resurrect this thread . . . With darmagon's consent, I've been trying to work up some sound effects for these new spells, and of course I've got some questions and a comment or two . . . 1. First of all, nice work on this project, darmagon. :thumbsup: 2. Is it possible to change the duration of a spell's casting graphics? For example, the casting effects for "Prismatic Spray" seem to last about 2 seconds. It would be cool if they could last maybe 4 or 5 seconds. Doable? (That's a very nice looking spell btw.) 3. In the case of the spell "Weird," where multiple phantasmal killers attack your foes, each phantasmal killer's attack triggers the associated spell sound, which results in a screeching, distortion-heavy playback of 17 or so wave files. Is there a way to limit the playback to one? More questions to come, no doubt. Attached below is a "beta" (ha) spell sound for Prismatic Spray, based on and including a chromatic chord progression that darmagon generated. I post it here it just so, uh, you all don't think this is a big lie.
Update for anybody who's watching: 2 above is solved thanks to darmagon. :thumbsup: 3 above is solved thanks to darmagon. :thumbsup: More spell sounds on the way! Question for Ted: I notice that when PCs are injured through damage spells, the volume of the spell sounds and PC voices ("Arg!", etc.) goes up dramatically. When NPCs suffer this same fate (as indeed the patrons of the Welcome Wench have many, many times over the past couple nights), the volumes remain normal. Any clues?
I believe ZippyThePinhead is still following this thread (check out his profile here), so I'm updating it for his sake. Hey Zippy - New darmagon spell sounds are now done for: Delayed Blast Fireball Mass Cure Moderate-Serious-Critical Wounds Mordenkainen's Sword Prismatic Spray (this may be overhauled if dar creates a different 'prism' sound) Tenser's Transformation Weird Still to go: Mass Buffs Analyze Dweomer Mass Heal Question: are there any other Co8-created and still-silent spells out there that anyone, er sorry, that you know of, Zippy? Gaear