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Old 02-04-2009, 12:39 AM   #1
Uatu
Horus - Egyptian Sky God
 

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Default Speak with Animals/Speak with Plants spell?

Has anyone tried adding a spell like one of these yet?

Would be fun for role-playing and quests and such (and making encounters with normal animals more interesting)!

Is there a way to have PCs use up spells during events?
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Old 02-04-2009, 06:26 AM   #2
Dinonykos
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Default Re: Speak with Animals/Speak with Plants spell?

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Originally Posted by Uatu View Post
Has anyone tried adding a spell like one of these yet?
Would be fun for role-playing and quests and such (and making encounters with normal animals more interesting)!
I have not tried, but (as always) with a logic block, this should be possible. I'll have a look during the weekend.
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Old 02-04-2009, 08:06 PM   #3
Uatu
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Default Re: Speak with Animals/Speak with Plants spell?

Cool!
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Old 02-07-2009, 12:38 PM   #4
SilentThief
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Default Re: Speak with Animals/Speak with Plants spell?

We tried to make the spell script (going off memory at this time) $REMOVE_SPELL(actor, string/spell name?) to work in events and do the secret of the silver blades style "dispel the fireball cast at you" event, without success. BUT, perhaps Dinonykos can figure it out.

ST
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Old 02-07-2009, 04:46 PM   #5
Jadefang
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Default Re: Speak with Animals/Speak with Plants spell?

Most I've done was simulate "animal empathy" by making events do class checks for rangers/druids (and all 5 multiclass variants of them) in party.
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Old 02-08-2009, 03:20 PM   #6
Dinonykos
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Default Re: Speak with Animals/Speak with Plants spell?

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Originally Posted by SilentThief View Post
We tried to make the spell script (going off memory at this time) $REMOVE_SPELL(actor, string/spell name?) to work in events and do the secret of the silver blades style "dispel the fireball cast at you" event, without success. BUT, perhaps Dinonykos can figure it out.

ST
I remembered the discussions in the forum about that when I tried to figure it out. It is indeed not possible (the way I assume Uatu wants it) without that script working. To be honest, I hoped that you guys (SilentThief, Manikus) had found a solution and I had forgotten about that...
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Old 02-08-2009, 08:56 PM   #7
Uatu
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Default Re: Speak with Animals/Speak with Plants spell?

Oh, phooey

Does the $REMOVE_SPELL script work at all at this point? (I.e. does it work in combat or other states?)

Thanks for trying, though...
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Old 02-09-2009, 04:43 AM   #8
Dinonykos
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Default Re: Speak with Animals/Speak with Plants spell?

Manikus and ST discussed that in the "New Wall for 640x480 Resolution" section (around post 109...). If I understood it right, the script did not remove the spell the way you would need it (removing it from the PCs memory).

I was just thinking that you might use the option to open doors with a spell, e.g., by designing a NPC-Wall that looks like a dragon and designing a spell "Speak with dragons" to go through the door. But that is certainly not the way you want it... Furthermore, if I remember right, a door that can be opened with a spell can also be opened by bashing, right?
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Old 02-09-2009, 08:17 PM   #9
Uatu
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Default Re: Speak with Animals/Speak with Plants spell?

Hmm - actually, ideally, I guess that there would be a $CAST_SPELL script or something that would cast the spell, note that it is still in duration, and apply its effect Thus, even if you cast it before the event, it would still be in effect (and thus you would be able to talk to Yogi or whomever).

Perhaps we could achieve only the latter (i.e. have a spell still in effect) but not the former (i.e. cast a spell mid-event) right now?
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Old 02-13-2009, 07:55 PM   #10
SilentThief
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Default Re: Speak with Animals/Speak with Plants spell?

Quote:
Originally Posted by Dinonykos View Post
Manikus and ST discussed that in the "New Wall for 640x480 Resolution" section (around post 109...). If I understood it right, the script did not remove the spell the way you would need it (removing it from the PCs memory).
The script (AFAICT) does nothing at this time. It might not be defined in the game engine. I was assuming that it should remove a spell from memory, not counter a spell effect. I should test to see if it removes poison...

Quote:
Originally Posted by Dinonykos View Post
I was just thinking that you might use the option to open doors with a spell, e.g., by designing a NPC-Wall that looks like a dragon and designing a spell "Speak with dragons" to go through the door. But that is certainly not the way you want it... Furthermore, if I remember right, a door that can be opened with a spell can also be opened by bashing, right?
You can define a spell to open doors in place of the knock spell, but it would then open all doors. It would be nice to have more than one spell to open doors. It would also be nice to have an option to "use item" at a door, perhaps with a script that opens a door attached to an item. Actually, now that I think about it, you could do this with the wall change ASL.

Quote:
Originally Posted by Uatu View Post
Hmm - actually, ideally, I guess that there would be a $CAST_SPELL script or something that would cast the spell, note that it is still in duration, and apply its effect Thus, even if you cast it before the event, it would still be in effect (and thus you would be able to talk to Yogi or whomever).
I think you can do the same thing with the "is affected by spell" script, but this is an assumption due to the fact that I haven't gotten that to work correctly. According to Manikus when I asked about this, he said that it does work and that he and FunkyDynamite had worked this out. I had asked about setting up a modifier for damage with a protection from fire spell cutting damage from a burning hands spell in 1/2, but I didn't get it working yet.

Quote:
Originally Posted by Uatu View Post
Perhaps we could achieve only the latter (i.e. have a spell still in effect) but not the former (i.e. cast a spell mid-event) right now?
Currently, your guess is right as we cannot cast spells during a non-combat event.

ST
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