Experimental Spells Build - Printable Version +- SphereCommunity (https://forum.spherecommunity.net) +-- Forum: General Discussion (/Forum-General-Discussion) +--- Forum: News (/Forum-News) +--- Thread: Experimental Spells Build (/Thread-Experimental-Spells-Build) Pages: 1 2 |
Experimental Spells Build - ShiryuX - 05-12-2012 02:23 PM Hello, First of all, sorry for my lack of activity in the last time, some of you reported some bugs in the forum and I didn't send them to the SVN. The main reason I had files heavily modified, and the second one is I have a bad memory. Now, to the topic, this is an experimental build and bugs MUST BE submitted only IN THIS TOPIC. At the end of the post you will find a download link with the modified files and the sphere version. So, more or less, this is a public alpha testing. This is the changelog: Code: * SPELLFLAG_SCRIPTED changes behavoir and allows to mix with _SUMMON, _FIELD, _AREA, _FX_BOLT, _POLY. (Updated links 12/05) Download Link: http://scripts.sphere.torfo.org/releases/sphereSvr_Spells.zip Bug Reports: http://forum.spherecommunity.net/tracker/projects.php?project=4 RE: Experimental Spells Build - jeem - 05-12-2012 07:18 PM First blood. - Summon Creature or .add or .addnpc seem to summon two of the intended npc. This doesn't apply to blade spirits. - Blade Spirits/8th circle summon spells after Summon Creature/.add/.addnpc summons the last summoned char instead of the intended npc. RE: Experimental Spells Build - Wap - 05-12-2012 10:08 PM This is great, but what about problems with network(unstable NetworkThreads, UseAsyncNetwork)? RE: Experimental Spells Build - Crusader - 05-12-2012 10:13 PM well i think u made a very good improvement, thx a lot shiryux RE: Experimental Spells Build - ShiryuX - 05-13-2012 01:45 AM (05-12-2012 07:18 PM)jeem Wrote: First blood.I forgot to add an 'else' It should be fixed, updated link on the first topic. (05-12-2012 10:08 PM)Wap Wrote: This is great, but what about problems with network(unstable NetworkThreads, UseAsyncNetwork)?You can open a thread in General Discussion with all the issues and discussion. Or just link me. The network was made by MrSugarCube and the source code of Sphere has to be analyzed by parts. Anyway, I'll take a look once this is done, just keep this thread to the spells. RE: Experimental Spells Build - Anarch Cassius - 05-13-2012 05:52 AM This is great. Especially point #1. Mostly I script new spells, tweaking the old ones is definitely good but I like opening up options. To that end, with all these tweaks to defaults, is there anyway we could define an internal spell to copy as a base for a new slot? Like INHERITSPELL=X and X is the number of a hardcode spell. It would function the same except for differences in values and scripts in the spell def. RE: Experimental Spells Build - darksun84 - 05-13-2012 06:16 AM Wonderful What is the difference of behaviour between old spellflag_scripted and new spellflag_scripted? RE: Experimental Spells Build - Anarch Cassius - 05-13-2012 06:48 AM I believe scripted disables are hardcode for the spell but now leaves the modifier flags fully functional. So you can define a summon, field or polymorph with a few lines and any custom spell could be made area or bolt with less code. Is this correct ShiryuX? RE: Experimental Spells Build - ShiryuX - 05-13-2012 11:01 AM You can use _SCRIPTED with other flags (fully functional) or you can use the other flags alone (may have problems if they mix with hardcoded behavoir). Just added a project in the forum tracker for this. You can report the bugs in there, link in the main post. RE: Experimental Spells Build - admin phoenix - 05-18-2012 05:55 PM deleted my feature wishes in the bugboard? |