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I know this may qualify as a common sense question, but once again a lot of things are hinging on the answer. Just how far can we go with spells? What I mean is, will there be area effect spells? If a spell involves a bolt of fire for example, if you shoot it at someone and the person moves, will it continue to follow them or will it pass them by, maybe hitting another target?(this has been asked before, sorry) Can we summon things to help us(little animals to fight by our side, for example)? I'm thinking no on this one, because I asked if we could have NPC's fight one another, and I think it was even Dee that said they can't in the initial release, and so therefore wouldn't a summoned critter count as an NPC and be unable to attack enemies? Maybe it could help in a different way, providing healing, etc. Could we make enemies turn against their friends? Once again I'm thinking no on this one because of the same reason for the last one. Can we create, say, a storm of lightning that stays in the area it was cast, and damages all enemies who enter it? It wouldn't just zap em once and then disappear, it would stay there for a while.. kinda hard to put into words. I hate to use other games's spells as examples, but like Blizzard in Diablo2, or Cloudkill in Baldur's Gate2 or even 1 I suppose. Can we freeze enemies in one spot? paralysis, you know well that's all, if I think of more I'll ask I guess
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anyone know?
you know, you probably could but hey, it's just me. i guess you could make practically any type of spell thing, if you wanted to make all the graffics and stuff
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As to the summoning thing, I think there is a differece between NPCs( N on-(/B)P(/B)layer C haracters) and monsters(creatures, guards, townspeople of lesser importance, etc.). I think a summoning spell would work, but you would likely have to add a timer tag to each monster, making them die or dissapear after a certain amount of time. If I'm wrong, someone correct me.
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Monsters are not player characters, so they are, by definition, NPCs.
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Quote
Originally posted by Mouse: **As to the summoning thing, I think there is a differece between NPCs( N on-**P(/B)layer C haracters) and monsters(creatures, guards, townspeople of lesser importance, etc.). I think a summoning spell would work, but you would likely have to add a timer tag to each monster, making them die or dissapear after a certain amount of time. If I'm wrong, someone correct me.
(/B)
Like FF8
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Originally posted by chill_rx: **Like FF8
**
which was a horrendous game
but I seriously doubt there is a difference. Every character in the game, be it balrog(monster) or blacksmith(villager), that you don't play as is an NPC. And it was said that NPC's cannot fight each other, so.....
------------------ Evil is as Evil does
Originally posted by Lorenoth: **which was a horrendous game
Everything isn't black & white (although that is a pretty good game, you should play it sometime). There are ways to get around almost anything. For example, use intense animations for a summon. Or clever scripting. Either way, don't bash any ideas until the engine is released.
Saphfire
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ah yes.. black and white.. KILL THE WORSHIPPERS! (wicked cackling ensues)
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Originally posted by saphfire: **For example, use intense animations for a summon. Or clever scripting. Either way, don't bash any ideas until the engine is released. **
::materializes:: I kept saying it and saying it and finally some one else saw what I saw...
here's a scenario you sommon a special NPC (you could create a separate class) weither it be an eidolon mythic beast or just some other npc you defeated and is now at your disposal.
The summon is actually apart of a spell: which creates a NPC, which in turn appears in a flashy animation , the animation ends and as a part of the script/events which takes place subsequent it takes a specified sum of HP away from the target...if you can follow this you may just have an ounce of ingenuity in ya.
::concludes dropping the K-nowledge, dissapates::
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