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#11 |
Manshoon
![]() Join Date: May 24, 2001
Location: Halifax
Posts: 161
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Will, this program kicks ass and thank you so much for everything you have done for us [img]smile.gif[/img] . What I like about the program is the easy GUI that it offers us as well as it's superior power. The spell editor on the other hand is like opening a Visual C++ programming language to create your spells. It requires programming skills, I like it if it was like the weapon editor, event editor and so on where it is click and play but offers power and flexibility. You can keep this feature as an advance button, for advanced users who wishes more out of the spells that they want to create by coding lines and lines of code. But keep it as an advance button not as a requirement to create spells.
You see in the weapon editor there is a field for name, how much damage it makes and so on. Will it would be nice for a spell editor there is a combo box with spell properties like: poison, cure, summon, clone, damage and so on. If I wish to create spells that do more then that I would use the advance feature. If it is not going to change for any reason I am not going to be creating spells in my game, because it is not user friendly. I need to know how to program in C++ or C before I even touch the spell editor.
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I would like to thank you man sooooooooooooooooooooo much for creating the best maker in my life. IT KICK ASS!! * HUGS * Thank you soo much, thank you so much ^____^*.<p>I can hardly wait to see this program support onlining. Heheheh, imagine if online is supported ^^*. |
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#12 |
Dungeon Master
![]() Join Date: August 13, 2001
Location: Perth, WA, Australia
Posts: 56
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Hey guys,
Just hang in there, I am sure Richard would find a way to make the code more user friendly, maybe by creating some standard routines that could be used by most spells thus negating the need to do programming much. It would also be possible to make the spell editor more user friendly but this requires time and troubleshooting when bugs come up. So in a few version updates things could chage quite a bit. Like Richard said, there are lots of things to be ironed out in the next few versions before going to version 1.0 Cheers Warlock
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#13 |
Zhentarim Guard
![]() Join Date: March 15, 2001
Location: Melbourne, FL, USA
Posts: 375
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One of the things I'm working on now is to enable the Special Abilities that FRUA has. In essence, they are being turned into default spell effects. So you will be able to enable one or more special abilities and they will automatically be treated as a spell effect. The monsters and items should also benefit from this since they share the special abilities too.
I can see your point Foody. There are a certain number of basic things that a spell will do, such as remove/add hitpoints, and you want those things to be easier to accomplish.
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CocoaSpud<br />Dungeon Craft Development Team<br /> [url]\"http://uaf.sourceforge.net\" target=\"_blank\">http://uaf.sourceforge.net</a> |
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