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Old 01-18-2010, 08:04 PM   #41
Shadow Stranger
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Default Re: Spells for DC

Presumably you could alter the walls and background so they are darker or pitch black when there is inadequate light. You would need a function to replace all walls and backgrounds with something appropriate. You might need to assign each wall/background type a replacement type for each lighting level.
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Old 01-18-2010, 10:10 PM   #42
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Well, maybe some time after version 1.0 comes out, we can implement some of the stuff that would be necessary to do this.
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Old 01-18-2010, 10:22 PM   #43
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Default Re: Spells for DC

My idea was to just have two dungeons, identical but with light and dark walls, and check each step for whether the light spell was in effect, and teleport to the "other" side... of course, that would take a lot of work
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Old 01-18-2010, 10:32 PM   #44
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Default Re: Spells for DC

If the mechanics were in place (being able to transfer levels via a script) it would be easy enough to do.
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Old 01-18-2010, 10:34 PM   #45
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Default Re: Spells for DC

For poor programmers like me, manually doing the whole thing sounds easier...
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Old 01-18-2010, 10:42 PM   #46
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Default Re: Spells for DC

What I meant in my post was that we cannot currently do this at all, but with a very simple script one could do this per zone.
All that is required is the ability to get and set party location, level and direction facing.

Once this is implemented I will write the script.

See...very easy for you.
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Old 01-19-2010, 12:23 AM   #47
Uatu
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Default Re: Spells for DC

That does sound very easy for me (I only have to make sure I show my gratitude!)
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Old 01-19-2010, 12:56 AM   #48
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I think gratitude is best shown by new art for DC.
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Old 01-19-2010, 01:43 AM   #49
Uatu
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Default Re: Spells for DC

Well, that is as easy as doing what I usually do
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Old 01-19-2010, 10:27 AM   #50
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Sunglass Man Re: Spells for DC

Quote:
Originally Posted by Uatu View Post
Well, that is as easy as doing what I usually do
If you say so.
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