Difference for doc/Developers/spells from version 1.3 to 1.4


version 1.3 version 1.4
Line 49
 
Line 49
    the spells within the object, instead of having to maintain seperate     the spells within the object, instead of having to maintain seperate
    files.     files.
   
 float casting_time:  How long it takes to cast the spell (was time)  sint16 casting_time :  How long it takes to cast the spell (was time)
    This is the number of ticks it takes for the player to cast the spell,     This is the number of ticks it takes for the player to cast the spell,
    and is thus not a fixed time.     and is thus not a fixed time.
   
       Suggested casting time values:
       5: Combat spells (cones, bolts, balls, etc - ones you cast when in
    danger)
       10-15: Protection spells, other often cast spells.  Summoning spells
    would fall into this category, as they are often cast when not
    in immediate danger.
       ~25: Detection spells, or other spells done when times are safe.
    Many ability improvement spells might fall into this category.
   
       These are only suggestions - they more or less match when the spell will
       be used and usefulness.  An attack spell that takes forever to cast
       isn't very useful.  There are really two things to keep in mind - when
       the spell is cast, and how long the spell itself last.  A long lasting
       spell can have a longer casting time, simply because it isn't cast
       that often and will last for a while (thus, smart players won't cast
       it in combat).
   
 face/anim: If the spells is a generic spell that doesn't have an other_arch  face/anim: If the spells is a generic spell that doesn't have an other_arch
    pointer, this is the face (or animation to use when the spell is     pointer, this is the face (or animation to use when the spell is
    cast.     cast.


Legend:
line(s) removed in v.1.3 
line(s) changed
 line(s) added in v.1.4

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