Water Walk Spell and Wading Through Water - Maybe in the nex

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Astral
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Water Walk Spell and Wading Through Water - Maybe in the nex

Post by Astral »

I propose that in the future, mages have some spell that for a short time lets them walk across water.  Every group of water tiles would have a value, IE the farther they are from shore, the higher the value.  A weaker casting of the spell only makes the user able to walk on low value water, whereas a stronger caster would be able to walk on higher level water.  The spell would last until the caster touches land or perhaps there would be a time limit.  For the time limit, if the spell wears off while the caster is still on water, they lose a small amount of hit points for every second they remain on water.  So the better the caster, the longer the time limit is.  So a higher level caster would have more consequence to letting the spell wear off.  This could also introduce the ability to jump across short distances of water.  You would lose hitpoints the longer you stay on the water.  Reply with your thoughts about this.
martin
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Location: vienna

Water Walk Spell and Wading Through Water

Post by martin »

that's much too complicated and will therefore not be realized in the future.

martin
Peggy Komoshio
Posts: 61
Joined: Sat Mar 09, 2002 7:07 pm

Water Walk Spell and Wading Through Water

Post by Peggy Komoshio »

its too much work.  Bror would have to recode everything about the tile system.  If I'm not mistaken, most of the generic tile based systems have their types attributes defined in the exe.  It have a few sets of values...

Walkable
TileImage
...
...
etc.

notice that they may not be named the same.  I've never got a hold of the code for illarion since we are not legally able to decompile softwares and there are no tools out there that decompiles into C++ coding.  Ontop of that illarion isn't open source.  

But anways, as I was saying, these value sets would usually be declared in a structured array with the infos that the tile group would aquire.  A simple code example may consist...

struct tiles{
bool Walkable, // 1 for yes, 0 for no
int TileImage, // 1 for grass, 2 for water, 3 for road... etc loads the pics.
int height, //the height of the tile,illarion have it at 64 or 62 if I'm not mistaken
int width, //same as above, except width of tile
/*
What ever else that's needed
*/
}

If we were to take your approach at it, Bror will have to change his code for the struct to something similar to

struct tiles{
int Distance, //for indication of tile location therefore calculate how far it is out from the main land and how much "energy" it requires to walk on it
int Walkable, //for the walls, you don't want to use the distance stuff for walls since no one can walk through them... yet...
/*
etc etc etc, same as above
*/
}

you may say: oh that's easy enough to do... but then you have to remember other tiles.  You would have to add the "Distance" statement into all 9 carpet types, marble, grass, rock, roof1, roof2, wooden floor, forest, sand, and lastly but not the least, water (and ofcourse, the others that we haven't been introduced to.  IE the castles inside, the possibility of "bridge" instead of just road for the furture, etc. Ontop of all those, all the other possibility objects taht is saved in the "tile" layer).  So it'd be alot of work, and he'd then have to declare at least 20 ~ 30 distanced tile of water just to identify the distance of each.   Doing so is alot of work, and I don't think Bror have the time to do so...

It is infact a great concept as many many Chinese martial arts have scenes of people walking on water, Medieval fantasies have people traveling on water, and it'd save us alot of time getting across the river with logs, etc. However, it mostlikely wont come up in illarion or infact most of the other RPG's around...



*I'm tired, and those programming codes were just tpyed without thinking.  If you are a programmer, and sees that it is filled with errors, you may feel free to correct me.  As I'm much too tired to think right now...
Astral
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Joined: Mon Dec 31, 2001 8:04 pm
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Water Walk Spell and Wading Through Water

Post by Astral »

Well, if Illarion gets into very high stages of development, these things could be considered again, but I and quite a few others will probably not be around quite that long.  I have seen it done (not this EXACT thing) in other games, maybe one day it will get to this.
Lloyd
Posts: 286
Joined: Sat Apr 06, 2002 12:27 am

Water Walk Spell and Wading Through Water

Post by Lloyd »

did MARTIN all mighty MARTIN say "too MUCH work?" :)

and what do YOU know strange lady? your not even a programmer, and you explined more then martins petty ONE sentence of showing his own laziness, and I thought dev teams were indestructable.

Astrals right, when game is higher up in development (closer to going gold, but still FREE)
martin
Posts: 7382
Joined: Sun Feb 25, 2001 7:12 am
Location: vienna

Water Walk Spell and Wading Through Water

Post by martin »

i did not say "too much work", i said "too complicated".
illarion is at an early stage of development. there are a lot of *easy* and *basic* things to implement which will of course be done first. i like hearing and considering good suggestions, but they have to be, well, considerable. that means, that these ideas have a certain level of easyness (i'm not responsible for programing or something, furthermore we simply do not have enough time, it's not a matter of lazyness but a matter of TIME), they have to be basic and should have an effect on roleplaying in the game.

this is non of those.

martin
Lloyd
Posts: 286
Joined: Sat Apr 06, 2002 12:27 am

Water Walk Spell and Wading Through Water

Post by Lloyd »

#me counts the MONTHS of waiting for the new build.

since the day before 9/11/01 until 4/6/02

thats alot of TIME, even with school and such, if there was 10mins of work A DAY we might have had a new build by now. then again, never been to germany so I wouldent know the way your schools go.

considerable, like the way you and erdrick shot down le soupmakers ideas? I dont like the guy but hey I wouldent mind some close quarters combat!
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