Making new spells?

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  • Zambaku
    Apprentice
    • Dec 2007
    • 80

    Making new spells?

    I'm itching for making some new spells. And I was wondering if things like turning enemies to stone, alchemy, polymorph self, keep polymorph, and summoning monsters to aid you are possible, and how I could learn to do things like them.
  • Derakon
    Prophet
    • Dec 2009
    • 9022

    #2
    Possible? Sure. But every effect needs to be coded, and writing the code may be very difficult indeed depending on what you want to do. For example:

    Polymorph Self will require you to figure out how make the player take on aspects of monster races (since I assume you didn't just mean polymorphing between the different available player races). Games that have "monster possession" may be a good place to start, but in general assume this means an awful lot of additional information in the monster stats as well as significant code changes.

    Turning monsters into stone requires new item types (if the statues count as items) or terrain (if they don't). You'll need to figure out monster weight if they're items. Otherwise this should be relatively straightforward.

    Summoned monsters have been done in several variants (mostly ones derived from ZAngband). This requires the possibility of non-hostile monsters, which means tweaking the AI.

    Assuming by "alchemy" you mean synthesizing new items from ingredients, ToME2 and Sangband both have crafting systems. You'll have to add all of the different ingredient types, and figure out a clean way to say "this item plus that item equals this third item."

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