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sumoning bats

Posted: 22 Feb 2010, 11:23
by lien
yes a idea for the dark astral magic so

for summon these the player need
  • one root and 2 Bat teeth
    or
  • one root and two bat Wing
for the script
the bat script with a comment message ..... wrote:LOCAL SPELL summon-bat : "#?" =
      LET level = 1
          school = ASTRAL
      IN (MANA 33, CASTTIME 20000,
          REQUIRE skill(caster, MAGIC) > level,
          REQUIRE skill(caster, school) > level,
          COMPONENTS [2 *"BatWing", "Root"]OR COMPONENTS [2 * "BatTeeth" , "Root"])
          => EFFECT CALL adjust_spellpower(school);
                    CALL default_effect();
                    CALL gain_xp(1);
                    CALL summon_spell(1017, 1 + spellpower / 120, 5000 - (spellpower * 9), spellpower * 400, 2);
                            message (caster, "your bat'll be evil , they want kill.");
so for the Dark magic astral maybe you can change the particle for the player view a difference between "magic light" and "dark magic"
so it's just a idea

i made two effect the first or the second is the best ?
i took two scren
first⎢second


and i did a folder with in the two xml
it's here

so all here is just a idea ... and the dark magic teachter (NPC) is missing

and comment this :wink:

Lien ...

Re: sumoning bats

Posted: 22 Feb 2010, 13:37
by Kage
Actually... I was thinking for summon bats, we could use 1 Bat teeth, and 2 bat wings.

Since a bat is pretty teeth with wings.

Re: sumoning bats

Posted: 22 Feb 2010, 13:43
by Jaxad0127
Kage wrote:Actually... I was thinking for summon bats, we could use 1 Bat teeth, and 2 bat wings.

Since a bat is pretty teeth with wings.
And a root. All summon spells take a root.

Re: sumoning bats

Posted: 22 Feb 2010, 15:43
by lien
Kage wrote:Actually... I was thinking for summon bats, we could use 1 Bat teeth, and 2 bat wings.

Since a bat is pretty teeth with wings.
yeah but the bat make a lot of damage (26 ) so make the spell is hard .. and drop these item is easier :lol: (maybe 20% or 30%)

and a question ,
what's the best particle for this spell (dark astral ) ?

Edit

but if for you dropped a teeth is maybe hard the bat shoud be in #chipchip
#chipchip wrote:  # Batwing = 30 % , 30 % = 700 (example with the colbat plant )
 CALL shear-drop("BatWing", "Bat",               "BatWing", 700);
  # 600 and not 700 the teeth has 20 % and not 30 %
 CALL shear-drop("BatTeeth", "Bat",               "BatTeeth", 600);
if you want add it on #chipchip

Re: sumoning bats

Posted: 23 Feb 2010, 13:55
by Kage
jaxad0127 wrote:
Kage wrote:Actually... I was thinking for summon bats, we could use 1 Bat teeth, and 2 bat wings.

Since a bat is pretty teeth with wings.
And a root. All summon spells take a root.
While yes, but look at what is being summoned, maggots, spikies, and fluffies... all of them "live" in the ground... I don't think a root is appropriate for a flying monster.

Re: sumoning bats

Posted: 23 Feb 2010, 14:41
by Jaxad0127
Kage wrote:
jaxad0127 wrote:
Kage wrote:Actually... I was thinking for summon bats, we could use 1 Bat teeth, and 2 bat wings.

Since a bat is pretty teeth with wings.
And a root. All summon spells take a root.
While yes, but look at what is being summoned, maggots, spikies, and fluffies... all of them "live" in the ground... I don't think a root is appropriate for a flying monster.
Bats can walk on the ground and such. Maybe have them start there then start flying (in concept, we don't have art for that).

Re: sumoning bats

Posted: 23 Feb 2010, 14:46
by Kage
jaxad0127 wrote:Bats can walk on the ground and such. Maybe have them start there then start flying (in concept, we don't have art for that).
I have, NEVER seen a bat walk on the ground... They have two states: hang from ceiling, and fly.

Re: sumoning bats

Posted: 23 Feb 2010, 14:48
by Moiraine Damodred
Kage wrote:
jaxad0127 wrote:Bats can walk on the ground and such. Maybe have them start there then start flying (in concept, we don't have art for that).
I have, NEVER seen a bat walk on the ground... They have two states: hang from ceiling, and fly.
They do!

http://www.jstor.org/pss/1378988

Well at least in 1973 ;)

Re: sumoning bats

Posted: 24 Feb 2010, 08:45
by lien
Moiraine Damodred wrote:
Kage wrote:
jaxad0127 wrote:Bats can walk on the ground and such. Maybe have them start there then start flying (in concept, we don't have art for that).


I have, NEVER seen a bat walk on the ground... They have two states: hang from ceiling, and fly.

They do!

http://www.jstor.org/pss/1378988

Well at least in 1973 ;)
if you cut its Wing , the Bat Can't fly so .... but it's wicked :evil:

but for the Root , With what can we replace it ?
the skull fly too but his drop is a dark crystal and it's so hard to kill them ( skulls ) and there is not other "flying monster " :!:
so a Root's the best choice

Re: sumoning bats

Posted: 24 Feb 2010, 11:01
by enchilado
Jax* wrote:And a root. All summon spells take a root.
I wouldn't mind a root.







Roots are used for summoning because they are the life of a tree. And because they're a good item to use. IMO all summoning spells should use a root, whether the summonee walks, flies or swims. As for other items; Bat Teeth.

Re: sumoning bats

Posted: 24 Feb 2010, 13:07
by Kage
poison_ivy wrote:Roots are used for summoning because they are the life of a tree. And because they're a good item to use. IMO all summoning spells should use a root, whether the summonee walks, flies or swims.
What about summoning undead?

Re: sumoning bats

Posted: 24 Feb 2010, 13:08
by Moiraine Damodred
Kage wrote:
poison_ivy wrote:Roots are used for summoning because they are the life of a tree. And because they're a good item to use. IMO all summoning spells should use a root, whether the summonee walks, flies or swims.
What about summoning undead?
A root from a dead tree :X

Re: sumoning bats

Posted: 24 Feb 2010, 14:08
by Falloutboy
If you create a Dark astral magic, try to make drawback like lose hp, or anything else cause if this kind of magic is great it will be esay to kill hard mobs.
i don't know if im clear ^^'

Re: sumoning bats

Posted: 24 Feb 2010, 14:19
by lien
Falloutboy wrote:If you create a Dark astral magic, try to make drawback like lose hp, or anything else cause if this kind of magic is great it will be esay to kill hard mobs.
i don't know if im clear ^^'
yeah it's great idea the player lost HP when he make the spell so for
this spell the player lost 50 ... 25 or 100 :twisted:

Lien ...

Re: sumoning bats

Posted: 26 Feb 2010, 11:37
by lien
for the NPC ( the DARK magic teachter )
the beginning can be this
0?.gat,?,?,0 script evil_teacher#_M ???,{
if(Dark == 1) goto L_Evil;
if (@evil)
goto L_Evil ;
if (@unhappy > 10 )
goto L_so-so ;
L_Evil:
mes "the man turn his eyes at you with smile disturbing and he begin to open his mouth.";
next;
mes "[the man]";
mes "\"wel..welCOMe " + strcharinfo(0) + " he know you want learn the dark patch of magic .\"";
next;
L_Menu_First :
menu
"he ? what do you mean ?" L_Soul ,
" He'd wrong ." L_Wrong ,
"yes he's got true ." L_Learn,
L_Soul:
mes "[the man]";
mes "\"he was a..N... AND is my soul\"";
next;
goto L_Menu_First;
L_wrong :
mes "[the man]";
mes "\"M.. MY soul has ALWAYS tr..U... true \"";
next;
mes "he take a knife and cut your hand .";

heal -50, 0;
mes "but your blood flows freely . You haven't a drop of blood in your body .";
next;
gmcommand strcharinfo(0)+":@die ";
close;
L_Learn:
mes "[the man]";
mes "\"so , w... wH.... WHAT you're question about this magic \"";
next;
"can you explain magic to me ?" L_Explain_darkMagic,
"Can you teach me this magic ? " L_Teach,
"goodbye " -,
close;
L_soso :
mes "the man turn his eyes at you but his look is unpleasant .";
next;
mes "[the man]";
mes "\"if you W.A...n.WANT to be my student , bring me back a L..O..LOT of "dark items" .\"";
menu
"like what ? " L_Example ,
" I have them " L_Have ,
"goodbye for now" -,
close;
L_Example
mes "[the man]";
mes "\"10 [dark crystal]s are good for t..H THAT " .\"";
next;
menu
"I've them ! " L_Have,
"no way !" -,
"I'll have them "-,
close;
L_Have :
mes "[the man]";
mes "\" so shows me them " .\"";
next;
if(countitem("DarkCrystal") < 10) goto L_No;
delitem "DarkCrystal", 10;
set Dark, 1;
L_no :
mes "[the man]";
mes "\"you've wr..O.. WRONG" .\"";
close;
i don't add the spell in , but the beginning is in :wink:

and I try to made a mad npc and He stutters