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Experimental Spells Build
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Valios
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Sphere Suite 2013

Post: #11
RE: Experimental Spells Build
05-18-2012 09:50 PM
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Crusader
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Erehwon New Hera

Post: #12
RE: Experimental Spells Build
can't see them
05-18-2012 09:52 PM
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admin phoenix
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Post: #13
RE: Experimental Spells Build
saw them some days ago. no they are invisble to me Smile
05-18-2012 10:09 PM
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Valios
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Post: #14
RE: Experimental Spells Build
Hmm, weird thing... I can see them. There is a button to approve the idea too, probably Ben or Shiryux implemented this for the moderator view only. So I guess that one of us have to approve the feature to make it visible for everyone. In this case you will have to wait for Shiryux's approval since this is not related to me Tongue

But here is the answer:

#1 » Height/Color for Effect_ID
Quote:Hello,

I would like to see that we can change the height and the color of the Effect_ID in the spells like
EFFECT_ID=i_fire,<eval <height>+2>,020

That would be very nice!

Thanks

ShiryuX said...
Quote:Even when I like the idea, it is "impossible" to implement it. Remember we use the EFFECT function which may change the type according to the flags you use.

#2 » Using tags in Spells
Quote:Hello again,

I would also like to see that we can use tags in the spell like tags in the itemdef like

[SPELL 500]
DEFNAME=s_test
tag.circle_paladin=def_spell_holy_weapon | def_spell_holy_armor

ON=@START
IF !(<serv.spell.<argn1>.tag0.circle_paladin>&def_spell_holy_weapon )
smsg @0,3 You don´t know the spell
RETURN 1
ENDIF

ShiryuX said...
Quote:You have the groups property for this as you stated before in the forums.
(This post was last modified: 05-18-2012 10:26 PM by Valios.)
05-18-2012 10:14 PM
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ShiryuX
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Post: #15
RE: Experimental Spells Build
I just wanted to let you know that this patch has been commited to the nightly builds.
07-26-2012 09:55 AM
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darksun84
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Post: #16
RE: Experimental Spells Build
Woot woooohh
07-26-2012 10:16 AM
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Anarch Cassius
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Post: #17
RE: Experimental Spells Build
Awesome, is the poly effect working yet?

Current Projects: Necromancy SCP overhaul. Custom Faction AI/System. Imbuing.
07-26-2012 10:44 AM
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ShiryuX
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Post: #18
RE: Experimental Spells Build
It wasn't working? Why no one reported it?
07-26-2012 10:46 AM
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Anarch Cassius
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Post: #19
RE: Experimental Spells Build
Just going by this...
Quote:* Added SPELLFLAG_POLY for making a polymorph spell with other name, LOCAL.CreateObject1 is the NPC ID (NOT FINISHED YET).

Current Projects: Necromancy SCP overhaul. Custom Faction AI/System. Imbuing.
07-26-2012 10:49 AM
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ShiryuX
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Post: #20
RE: Experimental Spells Build
The non-working part is the LOCAL.CreateObject1, is not even coded Tongue
07-26-2012 10:51 AM
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