version 1.3 | | version 1.4 |
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| | |
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. |