First Look At Spells

Discuss Daggerfall Workshop news articles.
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Interkarma
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Re: First Look At Spells

Post by Interkarma » Thu May 03, 2018 7:24 am

As a minor quality of life improvement, there's now a tooltip to show the name of active spells while game is paused. This might be expanded later to show more information like underlying effects and remaining duration.

spell tooltips.JPG
spell tooltips.JPG (55.53 KiB) Viewed 304 times

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Jay_H
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Re: First Look At Spells

Post by Jay_H » Thu May 03, 2018 6:27 pm

If there was a small list of some of the things a Daggerfall remake had to accomplish, that is at the top. It's silly to fight a Ghost or a Nightblade and have some icon show up on your screen without being able to know what it is. Excellent!
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Interkarma
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Re: First Look At Spells

Post by Interkarma » Fri May 04, 2018 4:55 am

Thanks Jay! :)

I've just implemented Paralyze effect for player, enemies, and civilians. Here another short video for those without Twitter.

https://twitter.com/gav_clayton/status/ ... 2868073472

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Jay_H
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Re: First Look At Spells

Post by Jay_H » Fri May 04, 2018 12:44 pm

I get the feeling creating these new effects is like the dessert after the very long plate of programming veggies :lol:
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Jay_H
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Re: First Look At Spells

Post by Jay_H » Fri May 04, 2018 3:52 pm

Interkarma wrote:While paralyzed, player cannot move, look around, see weapons, attack, open spellbook, or cast ready spell.
I believe this differs from classic. Morrowind prevents spellcasting while paralyzed, but for Daggerfall it's your saving grace. A "free action" spell will both cure and prevent paralysis, for example.
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Interkarma
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Re: First Look At Spells

Post by Interkarma » Fri May 04, 2018 8:42 pm

Cheers, my memory could be faulty here, will need to confirm. I sometimes mix up small details with other games in the series. It's an easy enough change either way.

I won't have as much time today. If someone feels like a spot of classic testing, could they confirm to what extent player can use magic while paralysed? Besides curing paralysis, can we hurl any spell while paralysed, or just spells that target self, or what?

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Interkermit
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Re: First Look At Spells

Post by Interkermit » Sat May 05, 2018 11:41 am

I didn't test, but I think you can also look around when paralyzed in classic.

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Arl
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Re: First Look At Spells

Post by Arl » Sat May 05, 2018 3:16 pm

Interkarma wrote:
Thu May 03, 2018 7:24 am
As a minor quality of life improvement, there's now a tooltip to show the name of active spells while game is paused. This might be expanded later to show more information like underlying effects and remaining duration.


spell tooltips.JPG

Interkarma... ...this humble peasant salute you.

This, along the arrow direction in the local map, are my favorite improvements to the game.


I know it's not implemented yet, but for those of us who play using the cursor pointer and screen arrows, being able to check the active effects while in game (beyond pause) would be much appreciated.
My Deviantart page, I have some Daggerfall stuff in there.

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Jay_H
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Re: First Look At Spells

Post by Jay_H » Sat May 05, 2018 4:22 pm

Interkermit wrote:
Sat May 05, 2018 11:41 am
I didn't test, but I think you can also look around when paralyzed in classic.
I believe this isn't the case. If I can find any time at all I'll try to test it today, which I can't guarantee.
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Jay_H
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Re: First Look At Spells

Post by Jay_H » Sat May 05, 2018 5:09 pm

I was wrong! I tested it with a spider.

Looking around: yes
Casting spells: yes
Movement: no
Wielding weapon: no (weapon is automatically sheathed during paralysis)

I didn't get a chance to test it but I think levitation works while paralyzed. I can try that later.
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