From: Mark W. <mw...@so...> - 2002-06-19 05:32:07
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Todd Mitchell wrote: > Hi, not to be a pain, but I have a pile of questions: > > I can't figure out what the color_fg and color_bg are for in the arcs, is > this a holdover from the old xpm graphics? Sort of. The color_fg is directly used, but if the object doesn't have a 'magicmap <color>' value, the color_fg will be used for that value. color_bg is always ignored. The correct thing at current time is to just use the magicmap value. This value is used when the magic map spell is cast. > Also I was looking at the Karl Holland monster movements in the > /developers/objects file but the file does not give the attacktype for > attack from a distance. ( I looked it up in the define.h and it is #define > DISTATT 1 - if anyone is maintaing this file.) > I don't understand how I can use attack_type to set these behaviours. > This set of attack movement types would be great to add to the JavaEditor if > it means what I think it does. Basically, you add a line like 'attack_movement 1' to your object. I'm not positive how well all that code works out - for example, dist_att may not work very well if the creature doesn't have a range attack form. > > I have also made an arch for a clay pipe and created a god item Lythander's > pipe - but I used a horn as a model so the messages are wrong and it shows > up as a horn. (I wanted to make two magical pipes, one of mass confusion > and one of Wonder) Is there a simple way to create an object that can fire > off a spell (or spells...?) and that recharges (and has relevant messages > for such), or are items like rods and horns and their messages buried in the > code? Pretty sure the messages are hardcoded. > Also I made wolves and bears and polarbears and pelts for them as well as > added the following to my treasures file: > > treasureone wolf_parts > arch wolfpelt > chance 50 > more > arch liver > chance 15 > more > arch heart > chance 15 > end > > Am I correct in assuming that the liver and heart will inherit properties > from these creatures? yes - items of type 'FLESH' get properties of the object they came from. > Is there a way I can get a monster to cast a single spell (or two spells) > without them casting others? Depends on how you mean by 'cast'. You can give a monster an ability (see things like wyverns). These abilities are just spells. If you are wanting to give a monster spellbooks to cast spells, then at this time, there is no way to restrict what they will cast, other than to try and limit the spellbooks they have. |