Not much to look at I'm afraid, but hopefully some people will find it exciting none the less!
http://imgur.com/a/BkXS0
The information for spells comes from SPELLS.STD and the magic items from MAGIC.DEF in the arena2 folder. Full credit to Dave Humphrey's who worked these formats out a long time ago and made it a lot easier for me
Hopefully in the not-to-distant future this will help lead to spells and enchanted items being implemented.
Spells & Artifacts
- Interkarma
- Posts: 7247
- Joined: Sun Mar 22, 2015 1:51 am
Re: Spells & Artifacts
Hell yes! Thank you for all your hard work on this.
- LypyL
- Posts: 512
- Joined: Sun Mar 22, 2015 3:48 am
Re: Spells & Artifacts
I wrote a basic script to make changes to the spells and write them back to the Spells.STD file, in the hopes I could find something interesting - nothing yet! The spell system is surprisingly crash proof though, which I didn't expect You can create strange combos that aren't normally possible, like casting disintegrate on self or lock as an area spell, and it either just doesn't do anything or Daggerfall will change it to be a valid spell.
These are the ingame descriptions for removed / never implemented spell effects (the chance/duration/magnitude are just whatever I had set in the editor at the time). They don't seem to do anything, but don't cause any crashing. It's interesting to think about the possibility of actually adding some of these to DFTFU...
These are the ingame descriptions for removed / never implemented spell effects (the chance/duration/magnitude are just whatever I had set in the editor at the time). They don't seem to do anything, but don't cause any crashing. It's interesting to think about the possibility of actually adding some of these to DFTFU...
- Interkarma
- Posts: 7247
- Joined: Sun Mar 22, 2015 1:51 am
Re: Spells & Artifacts
Woah! This keeps getting better!
- Arctus
- Posts: 60
- Joined: Mon Mar 23, 2015 12:28 am
Re: Spells & Artifacts
I think they decided to just change this to a constant effect.LypyL wrote:
- LypyL
- Posts: 512
- Joined: Sun Mar 22, 2015 3:48 am
Re: Spells & Artifacts
Arctus wrote:I think they decided to just change this to a constant effect.LypyL wrote:
Turns out you can cast levitate on enemies!
I also cast it on the bat at the bottom of the stairs, then had it chase me up the stairs, I went back down and it couldn't lower its height it just flew around above me
- Interkarma
- Posts: 7247
- Joined: Sun Mar 22, 2015 1:51 am
Re: Spells & Artifacts
Haha! This is the best thing.
- LypyL
- Posts: 512
- Joined: Sun Mar 22, 2015 3:48 am
Re: Spells & Artifacts
These were apparently intended to be creatures the player could polymorph into.
http://imgur.com/a/DRv4v
And it turns out that casting disintegrate on self does in fact work - it just gets the description for dispel magic for some reason which is interesting in itself.
The predictable result of casting disintegrate on yourself.
http://imgur.com/a/DRv4v
And it turns out that casting disintegrate on self does in fact work - it just gets the description for dispel magic for some reason which is interesting in itself.
The predictable result of casting disintegrate on yourself.