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Re: Scrolls
Posted: Sun May 19, 2013 11:32 am
by Tomcat
Pyrizzle wrote:There would need to be some sort of coding put it that automatically moves the player to the closest available spot if you share a spot with an NPC when the time runs out. That or have the NPC move one step off of you as it wears off. Either way would work.
I say if you did end up on the same spot at the end that the NPC should automatically attack.
If time runs out when you're on top of an NPC, you get dumped back to the previous tile .. i.e. you lose one step. If there's another NPC there, repeat as necessary. And you get attacked by all still in range - no one likes to get walked through!
Re: Scrolls
Posted: Sun May 19, 2013 12:40 pm
by Thystonius
TELEPORT KILL by Thystonius on Wyrm Trainer
Heheh just reminded me of Quake 2, when you ported exactly where someone was at that moment:-)
Love the ideas, certainly enchant armor and weapon scrolls, and the concept of having to identify each type of scroll (dusty scroll is a great name) OR take the risk by reading the scroll without knowing its effects. The free save slots make testing a scroll easy though, so maybe make it impossible to read unidentified scrolls instead.
Re: Scrolls
Posted: Sun May 19, 2013 11:19 pm
by Pyrizzle
Thystonius wrote:TELEPORT KILL by Thystonius on Wyrm Trainer
Heheh just reminded me of Quake 2, when you ported exactly where someone was at that moment:-)
Love the ideas, certainly enchant armor and weapon scrolls, and the concept of having to identify each type of scroll (dusty scroll is a great name) OR take the risk by reading the scroll without knowing its effects. The free save slots make testing a scroll easy though, so maybe make it impossible to read unidentified scrolls instead.
I was thinking for the dusty scroll, when you try to identify what type of scroll it is it will go off (Unidentifiable)
And for the effect, I think it should be randomly selected not preset. That way you can't test it out because it may be something else the next time you try.
Re: Scrolls
Posted: Mon May 20, 2013 4:58 am
by PK17
Tomcat wrote:Pyrizzle wrote:There would need to be some sort of coding put it that automatically moves the player to the closest available spot if you share a spot with an NPC when the time runs out. That or have the NPC move one step off of you as it wears off. Either way would work.
I say if you did end up on the same spot at the end that the NPC should automatically attack.
If time runs out when you're on top of an NPC, you get dumped back to the previous tile .. i.e. you lose one step. If there's another NPC there, repeat as necessary. And you get attacked by all still in range - no one likes to get walked through!
This is a scenario that probably wouldn't happen, but if it does.... What if you enter a map while invisible, you walk into one empty tile, then one enemy tile, then a monsters enters the previously empty tile you walked over. At that point if your invisibility wore off would it push you back to the previous map? (I think it would be best if coded so that it will transport you to the nearest empty tile and not your previous, for the reason I stated above).... But I digress, I'm not entirly sold on the invisibilty but I absolutely love the idea of having scrolls.
Scroll of frostbite: When used in battle (costs same ap as weapon change) it will remove 50% of the total ap of all enemies in adjacent tiles (round if it is an odd number of course). When used outside of battle it will greatly slow enemy movement speed. (Not sure if thats possible)
Re: Scrolls
Posted: Mon May 20, 2013 5:10 am
by Pyrizzle
Intangibility would be a better name for this than invisibility.
Just because someone can not be seen doesn't mean you cannot touch them.
How about these ideas:
Intangibility - Move thru NPCs, they cannot attack you and you can't attack them. They can see you, they just can't do anything about it.
Invisibility - NPCs will not attack you, you can start a fight with them (as soon as you do the spell ends) and they can not start a fight with you
Re: Scrolls
Posted: Mon May 20, 2013 5:46 am
by PK17
Much better imo... good thinking
Re: Scrolls
Posted: Mon May 20, 2013 11:01 am
by Tomcat
PK17 wrote:Much better imo... good thinking
I agree ...
Also, yes, staying on the same map on a random tile is better than being forced back to a previous map.
It also occurred to me that having X moves might be better than Y seconds...
This is why I posted this as a brainstorming session

Re: Scrolls
Posted: Mon May 20, 2013 10:17 pm
by Pyrizzle
I always had turns in mind for this skill.
We have some really neat ideas going here.
Anyone else got an idea for a scroll?
Re: Scrolls
Posted: Mon May 20, 2013 10:27 pm
by Mayweed
Scroll of Good Luck - increases MF for the next xx fights. Expires when you sleep in a bed.
Scroll of Monster Call - all mobs respawn immediately. Can be invoked n times.
(Yes, I am hunting in Kazaul cave. Since weeks I have seen no daylight now.)
Re: Scrolls
Posted: Tue May 21, 2013 3:12 am
by nyktos
i keep feeling the need to post spoilers about Nor City & the things that will happen there...
*mumbles*