Scrolls
Hi Clint! I implemented a few scrolls into FLARE. The art isn't top notch, but it's tolerable. The scrolls I added are:
- Scroll of Shield
- Scroll of Haste
- Scroll of Time Stop
- Scroll of Teleport (naturally, be very careful with this one!)
- Greater Scroll of Haste (doubles effects)
- Greater Scroll of Time Stop (doubles effects)
Here's the archive containing the necessary art and files:
Nicely done.
Shield is kind of a hard one to do, because that shield buff is currently tied to max mental weapon power. Thus a typical player who'd use this (not a magician) would get 4 temp HP from this. I'll be changing this when I get around to it, so that spells can either have fixed damage/value or can be tied to an equipped weapon.
I'll make some tweaks and add these.
That's cool ! is that possible to have some burn or ice spells ?
I was thinking more of Runes (since I suck at drawing specific things)but here should be the skill icon just for added convenience since having diferent scrolls with the same icons could get confusing ...
Clint, yeah, I figured that Shield would do that, but I thought, hey, why not?
CyberTroll, yep! All powers can be linked to a scroll. Unfortunately, like Clint said, right now, they are tied to magical damage, so a Scroll of Burn would only do 1-4 damage for non-mages.
Mumu, I thought about that, but I didn't want to make all of the icons myself (lazy me!).
Please don't implement scrolls of Identify - unless you do it in an interesting way. In Diablo games Identify is pointless past the early game (and completely obsolete in Diablo2). It's just a tax on new items, and marginally low.
If you insist on keeping Identify, here are a few ideas:
- only have it for rare items
- don't tie Identify to gold, but to something else. For example you get 2 Identify per character level.
I think I'll only do identify if I plan to have LOTS of cursed items, and the ability to equip unidentified items.
That certainly does the trick... I'm impressed that it didn't require any code changes to get it working (if not perfect).
It occurs to me that it wouldn't be terribly difficult to do things like traps or magical fountains/places, although that would definitely require code changes.
c: yes, seems the engine is sloowwwwly maturing so that it's possible to do these things without code changes.
I do plan on adding those other things to maps.... basically allow map events to spawn powers. It will require code, but once it's done there will be all kinds of possibilities.
Icons Added , the ones that have 2 icons are "Greater" Scrolls ... hope this helps
Aloso I woould like to point out that the Loot palette does not have a drop shadow ...
And to make scrolls/rune stones Bad Ass how about adding spells that can't be normaly learned like say "Blizard" or monster specific spells : )
1.
Teleportation scrolls, do you mean that they go over long distance? (Scroll of town portal, or something like that)
If you do so, you probably want to make multiple scrolls for different places.
2.
Burn and Ice scrolls will not be that confusing if you require lvl 3 magic for using (some) scrolls.
wokste, the teleportation scrolls are exactly like the teleportation spell. In the future, it could be possible to do a teleport to place spell/scroll. (Though right now it seems kind of pointless, with a small map like this.)
Of course, the scroll files are hopelessly out of date now (thanks to Clint's awesome rate of development!), so don't use it if you want everything else to work correctly. If Clint adds them to the repository, they'll work just fine. (Now, they should probably be stackable items, etc...)
Yes I'll merge these scrolls in soon.
I know these are kind of messy but they'll work: http://opengameart.org/content/elemental-scrolls
Cool using Kanji simbols is a very interesting Idea since you can create stuff like "Dark Flame" (shadow&fire)
Ok, partially added pennomi's scrolls
https://code.google.com/p/flare-engine/source/detail?r=336
Thanks, Clint! Your scroll art looks great. I've been looking for something to help out with lately, do you have anything needing done? (Maybe maps? Compiling art for a village tileset?)
hmm I haven't gotten a chance to think too far into the future.
Maybe ponder this: while you were making that cave map, did you ever look for a tile and couldn't find it? E.g. "I wish I had a tile for ____". A list of possible additions to the cave tileset would be nice.
Well you can always add trasition walls and floor tiles from dungeon to cave . decals like summoning cercles and dead bodies ...
I actually found myself often wanting tipped over mine carts while building the cave map. Also, while it seems the FLARE cave tileset has them, the TILED cave tileset has no barrels or crates. For other possible tiles, maybe sunken objects for the water? (Tracks sinking into the water?) Other than that, your cave tileset seems fairly complete to me.
While this would require new code, I've often wondered if there would be a way to make a tileset of objects common to all maps (eg. barrels, crates, dead bodies, summoning circles, portals, rocks, etc.). That way there would not have to be redundancy between different tilesets. One possible way to do this (though probably not the best way...) would be to have the "common tileset" always loaded and having alphabetical values in the save file (object layer: 121,10,0,0,a,0,121 #the 'a' being a barrel or something). Another advantage to having a common tileset is that it would be easy to add a new object to the whole game, rather than just one map.
Just thought of a minor bug. When using teleport scrolls, you can get stuck (if you're dumb) by teleporting on an island or something. My question, should we do something to help those dumb players?
They can wait and teleport back..
I as talking about the Scrolls. You can use a scroll when you don't have the teleport power. This can let you get stuck.
EDIT: Even after 1 hour of waiting, I cannot teleport.
@nander: Don't worry, I just ran this test as a background process.
EDIT2: When you shutdown, it restarts at an entry, so it is only a minor bug. I suppose we shouldn't fix it.
Players should be careful with teleport scrolls. If they get stuck, save and exit.
pennomi, I just committed r344 that has the fixed Tiled cave set with the crates/barrels/chests.
I've thought about that idea of having a shared tileset for these things -- actually it could be done without too much trouble. I haven't done it yet cause I was hoping on having different art for cave containers. Just haven't gotten around to that yet.