Setting up new spells, and integrating them?

Posted by Firedrak on Mon 26 Mar 2001 05:29 PM — 5 posts, 22,275 views.

USA #0
Seems that most of the sites online are not exactly in depth about how to add a new spell to a list. I've tried to make a spell for a new class, but the spell is either not 'practicable' or is nonexistent. What is the string of code to actually add a spell, save it and integrate it into a new class? I've tried the 'sset create skill (skill name)' but I don't think you can edit it other then just creating it. Perhaps in the online pages I've seen I missed something about a spell creation, editing help?
Australia Forum Administrator #1
New spells could be manually entered into the skills.dat file, or with the Area Editor.

I would look in the "doc" directory of the SMAUG server, and at the two files:

smaugspells.txt and skill.txt

As far as I can see, by using the spell_smaug spell type, you can do practically anything.

USA #2
So with the spell_smaug I can make anything happen? Say for example I want a spell that will decrease a mob's, or player's dexterity, what type of flags, or values do I need to make the spell do that?
USA #3
Also, since I'm here, I should ask you why the spells I loaded into my new class are not practicable? I have a couple from other classes loaded up to see if it worked, but when I type practice in the game at the specific mob for it the mob, Dormick, says that he's taught me all I he could teach, and the skill/spell is still at 0, not at a higher percentage.
-thanks
Australia Forum Administrator #4

I am not the world's greatest expert in using SMAUG - I only ported it from Unix to Windows. I suggest reading the "doc" subdirectory contents, and looking at the examples in spells.dat file.

I found a web site with more explanations about the individual flags that go into spells, with examples. See SMAUG howto