05-17-2002, 08:35 AM | #1 |
Zhentarim Guard
Join Date: March 15, 2001
Location: Melbourne, FL, USA
Posts: 375
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I have been working on the special abilities lately. They are now enabled for spells, items, and monsters. Only a few of them have any affect: DetectMagic, Enlarge/Reduce, Bless/Curse, ProtFromEvil/Good. The rest will come later. The special abilities for an item are enabled when it is readied, and disabled when unreadied. Monsters get them for the duration of combat. Spells give them to characters for the duration of the spell.
I need to catch up with the ever-growing list of bugs. I plan to fix bugs this weekend and then hopefully ship a new release Sunday night.
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CocoaSpud<br />Dungeon Craft Development Team<br /> [url]\"http://uaf.sourceforge.net\" target=\"_blank\">http://uaf.sourceforge.net</a> |
05-17-2002, 08:46 AM | #2 |
Zhentarim Guard
Join Date: March 15, 2001
Location: Melbourne, FL, USA
Posts: 375
|
Forgot to say something...
While working with special abilities it has become apparent that there needs to be a way to specify which spell effects can cancel others (or render them useless). For instance, ProtFromEvil might prevent a Fear spell cast by an evil opponent from affecting the spell target. There is currently no way to specify this sort of thing. There must be a way to configure ProtFromEvil so that it deflects a certain list of other spell effects. I don't want to hard code these things. The special abilities need to be hard coded. The Bless spec ab will work the same for everyone, but there could still be a Bless spell that does something unique. I plan to implement the existing special abilities from FRUA, and then add to them sparingly in the future to handle things that cannot be done using the spell editor.
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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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