[mapmaking] changing spells of a bulletwall

Closed and being reorganized.

Moderator: Board moderators

Locked
Mith
Senior member
Posts: 348
Joined: Mon Oct 25, 2004 5:53 pm
Location: somewhere in nowhere

[mapmaking] changing spells of a bulletwall

Post by Mith »

i changed a large(?) bulletwall to cast transference (or better: i used copy-cut...) and linked it to a trigger.

so whenever a player hits the trigger, the bulletwall casts transference.

while testing i patched myself to maxsp=20000.
this will never happen in game but if someone is about to charge glowing crystals, he can use quite some sp...

now after a certain amount of time, the wall runs out of sp - i assume - and it starts casting large(?) bullets! Fine... but that _shouldnt_ happen.

how can i prevent them from doing so?

nb: if you want to check: try the upper floor of a guild house.
Bibendi ergo sum
or rather: sum ergo bibendi
User avatar
Azriel
Regular
Posts: 85
Joined: Thu May 13, 2004 7:33 am

Post by Azriel »

I think it's beacause there are two ways of putting a spell in a magic wall : put the spell in his inventory, or change the arch itself.

In the case of the guild, only the "built-in" spell has been changed to "dam 121" (ie transference) while he still has "other arch lg_magic_bullet".

I think that if you remove the other spell and add "transferrence" spell in the inventory of the wall, the problem will be solved.

Az.
Mith
Senior member
Posts: 348
Joined: Mon Oct 25, 2004 5:53 pm
Location: somewhere in nowhere

Post by Mith »

Azriel wrote:I think it's beacause there are two ways of putting a spell in a magic wall : put the spell in his inventory, or change the arch itself.

In the case of the guild, only the "built-in" spell has been changed to "dam 121" (ie transference) while he still has "other arch lg_magic_bullet".

I think that if you remove the other spell and add "transferrence" spell in the inventory of the wall, the problem will be solved.

Az.
I think you're right. Then, i suppose, i need a new arch? (a magic wall without any default spell)
How?... is that contained in any FAQ i didnt yet read?

Mmm, i think too much problems arise even making my first map :) No problem, problems exist to be fixed :)
Bibendi ergo sum
or rather: sum ergo bibendi
User avatar
Azriel
Regular
Posts: 85
Joined: Thu May 13, 2004 7:33 am

Post by Azriel »

You don't need a new arch.
Just remove the line "other_arch lg_magic_bullet", select the "transferrence" spell and click on "add inv". That's all.

In general, you never need a new arch, except if you want something special being created by creators (they can only create pre-existing archs).
Mith
Senior member
Posts: 348
Joined: Mon Oct 25, 2004 5:53 pm
Location: somewhere in nowhere

Post by Mith »

Azriel wrote:You don't need a new arch.
Just remove the line "other_arch lg_magic_bullet", select the "transferrence" spell and click on "add inv". That's all.
Thanks for help. I have no idea how i could remove that "other_arch lg_magic_bullet" for it comes with the objects default arch, but your suggestion inspired me :)

I tried it now by choosing an object that has no spell in it by default, changed the arch to magic wall and choose the appropriate spell. I suppose the problem is fixed now.
Bibendi ergo sum
or rather: sum ergo bibendi
User avatar
Azriel
Regular
Posts: 85
Joined: Thu May 13, 2004 7:33 am

Post by Azriel »

If you use the java editor, just change in the right window (where there are the attributes) other_arch lg_magic_bullet to other_arch 0.

You can also edit the file, and remoe the line in it (i like editing directly the file with vi to do strange things, but you have to test it a lot, the server often crashes).

Az

PS: some spell can not be put in walls, the wall will just do nothing. I don't know how to see what spell works and wahat does not work except testing...
Mith
Senior member
Posts: 348
Joined: Mon Oct 25, 2004 5:53 pm
Location: somewhere in nowhere

Post by Mith »

Azriel wrote:If you use the java editor, just change in the right window (where there are the attributes) other_arch lg_magic_bullet to other_arch 0.

You can also edit the file, and remoe the line in it (i like editing directly the file with vi to do strange things, but you have to test it a lot, the server often crashes).
i feel stupid...
whenever i edit in the window you mention, the changes wont be saved...
If i read the text file (i love vim) i _cant_ find a line with other_arch lg_magic_bullet on it.

ok, i should just test now...

edit: test failed: walls cant cast transference.
Bibendi ergo sum
or rather: sum ergo bibendi
User avatar
Azriel
Regular
Posts: 85
Joined: Thu May 13, 2004 7:33 am

Post by Azriel »

You can't find the line : excuse me, it's normal.
In the attirbute windows, the lines in black are part of the normal attributes, whereas the lines in blue are added. So you only see the "blue" lines in the map file.

To remove the "other_arch" line, you must add the line "other_arch 0", that will cancel the default line.

If the wall can't cast transferrence, that's bad. I'll try something with my editor someday...

Az.

PS: i like vim too.
PPS : You start making complicated maps... Changing the archs is quite not obvious, and there are many many attributes to think about. I think that when you have finished this one, you will do any other...
Mith
Senior member
Posts: 348
Joined: Mon Oct 25, 2004 5:53 pm
Location: somewhere in nowhere

Post by Mith »

ok, so i did.

The ordinary wall i tried to change in a magic wall couldnt cast at all. a magic wall can, thats no problem.

even when i add a other_arch 0 in the map file, at a certain moment, the wall start casting magic bullets:

there you see:
- brazier (11445).
- transference (11447) 0

dump 11445
dump 11445 wrote:arch bulletwall_2
name brazier
name_pl brazier
other_arch spell_magic_bullet
face brazier.111
sp 3
x 8
y 18
speed -0.100000
level 100
type 62
connected 100
activate_on_push 1
activate_on_release 1
end
map file:
map file wrote:arch bulletwall_2
name brazier
face brazier.111
invisible 1
blocksview 0
dam 121
level 100
connected 100
speed 0.0
sp 4
no_pass 0
other_arch 0
x 8
y 17
end
if the wall is casting magic bullet:
There you see:
- brazier (11445).
- confusion (12394) 0
- transference (11447) 0

so it seems the magic wall is CONFUSED!

dump 12394:
dump 12394 wrote:arch force
name confusion
name_pl force
speed 0.050000
speed_left -0.499999
type 114
subtype 1
invisible 1
duration 8
no_drop 1
end
How...? What the...? What on earth...? is that? a confused wall?
am i running a crappy server? :?:
(yes, but thats for other reasons - it crashes quite often. i think i should recompile it)

Maybe i should add resist_confusion +100 to the walls :)

If you want to test, i can put the map file online (tomorrow).
Bibendi ergo sum
or rather: sum ergo bibendi
User avatar
Azriel
Regular
Posts: 85
Joined: Thu May 13, 2004 7:33 am

Post by Azriel »

Ok. I've made some tests, and here is the result : the "other_arch" line is the spell that is cast when you attain your maxsp.

I patched the magic walls of the guilds with "other_arch spell_firebolt" and "other_arch spell_forked_lightining", and it works.

If you patch with "other_arch spell_transference", it will work as well... And your wall won't cast anything else than transference !
Locked