Re: New Spell Ideas and Revisiting Older Ones
Posted: 27 Feb 2013, 23:51
at crush not everyone has coding and scripting skills i also find your post disgusting
Feel the mana power growing inside you!
https://forums.themanaworld.org/
The point is that it's not reasonable for such people to make demands on those of us people who do.bell chick wrote:at crush not everyone has coding and scripting skills i also find your post disgusting
not demands but ideas. many wont to contribute something but dont have coding skills. so they find ideas as thats all they can do. (i also count myself in this group which is why i speak out)o11c wrote:The point is that it's not reasonable for such people to make demands on those of us people who do.bell chick wrote:at crush not everyone has coding and scripting skills i also find your post disgusting
Which is welcome, helpful and needed. But I think Crush wasn't addressing that, but rather the kind of people who desgin large and detailed concepts and then expect 'the devs' to implement them, and who get huffy if we don't.bell chick wrote:not demands but ideas. many wont to contribute something but dont have coding skills. so they find ideas as thats all they can do. (i also count myself in this group which is why i speak out)
Code: Select all
diff --git a/src/map/magic-stmt.cpp b/src/map/magic-stmt.cpp
index 5dd51d7..3818cbc 100644
--- a/src/map/magic-stmt.cpp
+++ b/src/map/magic-stmt.cpp
@@ -576,6 +576,7 @@ static int op_create_item (env_t * env, int args_nr, val_t * args)
static int op_aggravate (env_t * env, int args_nr, val_t * args)
{
+ bool skip_servant = ARGINT (3);
entity_t *victim = ARGENTITY (2);
int mode = ARGINT (1);
entity_t *target = ARGENTITY (0);
@@ -586,6 +587,9 @@ static int op_aggravate (env_t * env, int args_nr, val_t * args)
else
return 0;
+ if (skip_servant && other->master_id == victim->id)
+ return 0;
+
mob_target (other, victim, battle_get_range (victim));
if (AGGRAVATION_MODE_MAKES_AGGRESSIVE (mode))
@@ -834,7 +838,7 @@ static op_t operations[] = {
{"stop_status_change", "ei", op_stop_status_change},
{"override_attack", "eiiiiii", op_override_attack},
{"create_item", "e.i", op_create_item},
- {"aggravate", "eie", op_aggravate},
+ {"aggravate", "eiei", op_aggravate},
{"spawn", "aeiiii", op_spawn},
{"injure", "eeii", op_injure},
{"emote", "ei", op_emote},
Code: Select all
manaplus --update-host warworld.noads.biz/updates
I haven't looked at the patch yet, but please make sure you're working off the 'test' branch, not 'master'.tsukinokage wrote: <snip>
When I rewrite the magic system, that part will go away. I *think* I've completed all the prior steps for that ... once I'm done testing/debugging the current changes, I expect to work on that.tsukinokage wrote: By the way, I'd want to ask why we don't directly put magic.conf in the repo but instead we put magic.conf.template?
imo all that is not necessaryLordDune wrote:Sure would be nice to see a spell that would cause havoc to the Banshee Bow users similar to the anti-magic spells they can cast on mages. Maybe a spell that creates lots of wind so the arrows miss 90% of their intended target for 30 seconds or something. And maybe the bow backfires a percentage too, doing damage to the wielder.
You're obviously an archer.bell chick wrote:imo all that is not necessaryLordDune wrote:Sure would be nice to see a spell that would cause havoc to the Banshee Bow users similar to the anti-magic spells they can cast on mages. Maybe a spell that creates lots of wind so the arrows miss 90% of their intended target for 30 seconds or something. And maybe the bow backfires a percentage too, doing damage to the wielder.
nope a warriorLordDune wrote:You're obviously an archer.bell chick wrote:imo all that is not necessaryLordDune wrote:Sure would be nice to see a spell that would cause havoc to the Banshee Bow users similar to the anti-magic spells they can cast on mages. Maybe a spell that creates lots of wind so the arrows miss 90% of their intended target for 30 seconds or something. And maybe the bow backfires a percentage too, doing damage to the wielder.
issue i have is even though warriors and archers do a lot of crits now mages still do the most damage. all it did is bring the other 2 classes a little closer and any spell made to balance this more in the mages favoir again would make them gods as compared to archers and warriorsmistergrey wrote:It sounds like something to consider to me, actually. I started working on this before the Illia rewards came out, so where before I was mostly balancing light mages against dark mages and trying to find a decent power level (no over 9000 jokes or you'll be banned maybe)... now, there is the consideration of how to compensate against other classes with their new crit heavy equipment.
I am considering something similar to the curses in Diablo 2, actually - since light mages already have spells to boost others, dark mages should realistically have spells to hinder enemies. Of course, there are many ways to do that, but a lot of things depend on how much status effects can affect mobs. I should be able to test this again fairly soon anyway.
Ledmitz: expect a PM shortly.