New spell doesnt work!!!

Posted by ChrisV on Sun 07 Jul 2002 04:57 AM — 10 posts, 33,046 views.

#0
Ok... when I try to use the spell in the game nothing appers, it just says, 'Huh?' Why does it do it... It's in the skills.dat file... and when i type kamehameha, no work.....


#SKILL
Name kamehameha~
Type Spell
Flags 4
Target 1
Mana 15
Code spell_smaug
Dammsg Test~
Hitchar Test~
Minlevel 5
End

thats the spell.. any how do i get it to damage. like to set it at a specific..lets say.. 80-120 damage range, how would i? thanks!
#1
Also.... I'm using Visual C++, is that a good editor for the Source changes?.. Seems like i cant get any new spells to implement for now.. dunno... can anyone varify that Visual works? Heres a example..after i build it.. it says when i run it it cannot find FlameBall(as a example i used FlameBall)

ch_ret spell_flameball( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;

dam = dice(6, 8);
if ( saves_spell_staff( level, victim ) )
dam /= 2;
return damage( ch, victim, dam, sn );
}

The thing is.. its same as flamestrike.. but when i use it.. the smaug doesnt get it for some reason, says connot find spell_flameball...
Australia Forum Administrator #2
Did you compile it after making the changes? Did you put the resulting .exe file into the appropriate directory?
#3
Oh my god imma idiot.. forgot to compile! Thanks!!! LOL Stupid me:)
#4
Now, how would i make it so it hits a range of 80 to 120 damage.. thats random...?
USA #5
Here's an example of a snippet from the code for Spectral Furor:


level = UMAX(0, level);
level = UMIN(18, level);
dam = 1.3*(level*number_range( 1, 7 )+9);

So if I'm understanding your question correctly, you'll just want to tailor your code using the above as an example. You'll just need to pull out a calculator to get the range you need.

As a general rule of thumb (say for designing a mob) damage is figured out by the formula:

(number of dice) * (dice size) + number

So 2d6+10 will set the damage from 12-22

Hope that helps
USA #6
your first msg u set it to spell not skill so have to c 'kameh.. whatever =)' also you have dice not set.. dice is what smaug uses to determine damage like 1d20 would be 1 roll of a 20 sided dice etc, should use sset and read
help sset and
help smaugspells
#7
Wow! THank you all:) This is greatly apprciated!!!
#8
mmm. doesnt work.. i got in source of c++

ch_ret spell_kamehameha( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;

dam = 1.3*(level*number_range( 1, 7 )+9);
return damage( ch, victim, dam, sn );
return rNONE;
}


and in skills.dat...
#SKILL
Name kamehameha~
Type Skill
Flags 0
Target 1
Mana 15
Rounds 8
Code spell_kamehameha
Dammsg Kamehameha~
Hitroom A strong ray beam hits $N!~
Hitvict A strong beam hit you!
End

BUGS I GET ARE (In starting of the server):
fread_skill: unknown skill/spells spell_kamehameha


and others that look like they have to do.. these ones have been there forever.. dunno what they are
fread_word: EOF encounted on read.
fread_number: EOF encounted on read.
fread_to_eol: EOF encounted on read
BUG load_planes: can't open plane file for read.
USA #9
u need to add declares in mud.h and add the parts in tables.c open each then just do a search for 'spell_black_lightning' and copy what it does with your spell_kamehahehamm.. thing