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SI: Spell, Fire Snake

Posted: Sun May 11, 2003 8:23 pm
by siodine
What does the spell fire snake do?

Re: SI: Spell, Fire Snake

Posted: Sun May 11, 2003 8:50 pm
by Paulon
Nothing. It was never working in the original game, something noted in the last minute documentation. It was supposed to set a line of fire from the caster to the target IIRC.

Re: SI: Spell, Fire Snake

Posted: Sun May 11, 2003 10:11 pm
by wjp
Didn't the black sword in BG produce something that could be called 'Fire Snake'?

Re: SI: Spell, Fire Snake

Posted: Sun May 11, 2003 11:01 pm
by siodine
what about the blink ring what does that do

Re: SI: Spell, Fire Snake

Posted: Sun May 11, 2003 11:17 pm
by Dominus
same as fire snake: nothing :-)
It was supposed to be some teleportation device but supposedly not implemented as it would make the player "too powerful" or something like that.
And especially the way the map of SI is laid out (everything on one map) it could have spoiled the game and sometimes make it just impossible to finish.

Re: SI: Spell, Fire Snake

Posted: Mon May 12, 2003 2:25 am
by MV
Yea, I always pictured fire snake doing the fire command of the blackrock sword too.

Can it be made to in exult?

Also, I always thought that the blink ring could do what the blink spell was supposed to do: Randomly teleport the avatar around the screen.

I don't know why that wasn't put in, I mean, there's the whole random teleporting thing that happens when you go to the mint. Actually, I think that is just a small sample of the blink spell. Can that also be made to function in exult?

Sure there would be places it could be used to "cheat" in, but those might be able to be egged to not allow that spell to happen too maybe.

Re: SI: Spell, Fire Snake

Posted: Mon May 12, 2003 2:37 am
by Neutronium Dragon
That's exactly the problem. Within the mint, the 'random teleport' only takes you to other places in the mint. However, a truly random teleport would very easily end up placing the player in locations that they shouldn't be able to reach, either because of intervening barriers or intervening events, and this would have game-breaking consequences.

Neutronium Dragon

Re: SI: Spell, Fire Snake

Posted: Mon May 12, 2003 4:49 am
by artaxerxes
or modifying the usecode so you are teleported only to location where a pathfinding to this place would return "true", making the spell useless but working instead of useless but not working!

Artaxerxes

Re: SI: Spell, Fire Snake

Posted: Mon May 12, 2003 3:49 pm
by Sjs191
Are spells the kind of thing that are implemented in usecode or by the engine? If it's the engine I think making fire snake do something (like the thing the black sword does) would be a great idea.

I also agree that making the blink ring at least do something, even if it's just teleporting you to somewhere that's both already on-screen and path-findable would be good.

Just my 2c

Re: SI: Spell, Fire Snake

Posted: Tue May 13, 2003 1:25 am
by Neutronium Dragon
> only to location where a pathfinding to
> this place would return "true"

The problem here is that it might cause you to skip past some eggs that are supposed to be triggered by your passage - end result is just as much of a mess.

Neutronium Dragon

Re: SI: Spell, Fire Snake

Posted: Tue May 13, 2003 1:32 am
by MV
Blink spell:

Yes, random teleport within the current screen is what I was going for. :)

And yep, disabling the spell at critical points is what I was going for too. :)

Re: SI: Spell, Fire Snake

Posted: Tue May 13, 2003 3:26 am
by artaxerxes
ok, then how about that:
If (egg present in the screen){
spell_fails
} else {
do{
(x,y) = find_random_location()
if (path_exists_to(x,y))
return(x,y)
} while 1
}


Artaxerxes

Re: SI: Spell, Fire Snake

Posted: Tue May 13, 2003 2:52 pm
by Covenant
If you want to hear my opinion... I'm with Artaxerxes with the Blinking Ring issue.

I would like to see the Fire Snake spell working in Exult too

Re: SI: Spell, Fire Snake

Posted: Tue May 13, 2003 9:10 pm
by MV
If I read that right, then yep, that looks good for the blink spell.

I think the hard part is finding the areas you shouldn't be able to blink around and placing appropriate eggs there. Unless you just target conversion/event eggs that already exist.

I hope the firesnake spell should be easy to implement though. The effect is already there in the isle of fire add-on.

Re: SI: Spell, Fire Snake

Posted: Sat May 17, 2003 2:33 pm
by siodine
what if you set the blink spell so that the first time you cast it, it marks the spot you're in, then the second time you cast it it teleports you back to that spot.. because doesnt selina blink back to the blue boar from the mint, not just randomly teleporting?

Re: SI: Spell, Fire Snake

Posted: Mon May 19, 2003 9:08 am
by evasi0n
screw the blink spell or at most make it fizzle... but fire snake should really do something, I suggest blue fire...