Login
User Name:

Password:



Register
Forgot your password?
Vote for Us!
tintin++ ogg sound player script for linux
Author: Robert Smith
Submitted by: Vladaar
6Dragons ogg Soundpack
Author: Vladaar
Submitted by: Vladaar
6Dragons 4.4
Author: Vladaar
Submitted by: Vladaar
LoP 1.46
Author: Remcon
Submitted by: Remcon
LOP 1.45
Author: Remcon
Submitted by: Remcon
Users Online
CommonCrawl, Google, Yandex, DotBot

Members: 0
Guests: 7
Stats
Files
Topics
Posts
Members
Newest Member
481
3,734
19,366
618
Micheal64X
Today's Birthdays
There are no member birthdays today.
Related Links
» SmaugMuds.org » General » Coding » Making new spells
Forum Rules | Mark all | Recent Posts

Making new spells
< Newer Topic :: Older Topic >

Pages:<< prev 1 next >>
Post is unread #1 Jul 10, 2008, 3:54 am
Go to the top of the page
Go to the bottom of the page

Sanus Compleo
Magician
GroupMembers
Posts153
JoinedMar 25, 2008

Alright guys, I've held off for quite a while from asking alot of questions, and as long as I've searched google, I've not found a comprehensive fix in any way.

Sofar, I've got the basics of building, I can fix some errors, do a clean make on a windows machine, make races/dieties/clans/etc. etc. but I can't do the really fun stuff like making skills and spells. I've gone into the source, and it's all greek to me, so maybe if there's a guide or something out there, could someone give me a link?

Thanks, and I appreciate the patience you guys have given me sofar, and hope that I can do stuff right when it comes to muds before long.
       
Post is unread #2 Jul 10, 2008, 4:04 am
Go to the top of the page
Go to the bottom of the page

The_Fury
Fledgling
GroupMembers
Posts47
JoinedJun 1, 2008

There are 2 ways that you can make skills and spells.

1. is by coding them in and recompiling, as your not very confident with code, this is possibly the best place to start to learn to code, if thats something that interests you. If it is we can take you down that road and teach you everything you need to know.

2. this is the easiest way to add skills and spells for those who are not code minded. Smaug_Spells is a feature of smaug that allows people to add in skills and spells from inside the game using OLC commands. The SSET command is the one you want, and its not very well documented. http://www.cs.utk.edu/~london/smaug/ this website has the best tutorial on how to make a skill using SSET that i have seen.

Hope you find this helpful. Just ask if you need further assistance.
       
Post is unread #3 Jul 10, 2008, 5:30 am   Last edited Jul 10, 2008, 6:05 am by Sanus Compleo
Go to the top of the page
Go to the bottom of the page

Sanus Compleo
Magician
GroupMembers
Posts153
JoinedMar 25, 2008

I don't know, but as an example of something I want to acheive would be like this:

Timestop
This spell stops everyone in the room for a limited amount of time (Not if they enter the room while it's in effect), and halves the caster's action speed.

Things like that, except I want to make alot of spells that wouldn't work from the built in spell thing.

EDIT: Guess that falls under number 1 eh?
       
Post is unread #4 Jul 10, 2008, 6:57 pm
Go to the top of the page
Go to the bottom of the page

The_Fury
Fledgling
GroupMembers
Posts47
JoinedJun 1, 2008

Arhh yes, those types of spells need to be coded, start by looking at another coded spell that affects something and see how it works, these sort of spells can be a little difficult for someone new to code, as this requires the addition of flags and checks all over the place to enable it to work right. All that this sort of spell does is apply a flag to the player that lasts for some duration.


This spell stops everyone in the room for a limited amount of time


The sort of things your trying to stop them from doing will help you to know where to make the checks for the flag that the spell applies to them. If all its meant to do is stop them from moving you might check in the move function for the flag and exit after displaying some sort of message.

       
Post is unread #5 Jul 10, 2008, 8:20 pm
Go to the top of the page
Go to the bottom of the page

Remcon
Geomancer
GroupAdministrators
Posts1,873
JoinedJul 26, 2005

Actually for that I would suggest just applying a wait state to everyone in the room :) much easier then new flags etc... But yes it will have to be hard coded in for the spell seeing as spell_smaug doesn't have a waitstate adjustment for anyone other then the caster (that is the beats/rounds you can set on the spell/skill)
       
Post is unread #6 Jul 11, 2008, 11:34 am
Go to the top of the page
Go to the bottom of the page

Sanus Compleo
Magician
GroupMembers
Posts153
JoinedMar 25, 2008

Remcon, I've been trying to talk to you since... the last time we talked!

Anyways, most of that, if not all of it was again greek to me, and I'm not sure of any spells that would require being hardcoded into source I'm running, although I'm not looking at the spell list right now, or anything of the sort.
       
Pages:<< prev 1 next >>