Fable: The Lost Chapters Mod Scene
Fast Uncompromising Discussions. FUDforum will get your users talking.

Home » Fable TLC » Mods » Definitions » Raise Dead Spell
Raise Dead Spell [message #9980] Thu, 13 July 2006 04:11 Go to next message
Keshire is currently offline  Keshire
Messages: 1266
Registered: July 2005

Administrator
Another test I did that will eventually become a full fledged spell.

Text still needs to be sorted.
For now this is the ghost sword spell.

It's pretty much permanent or until they die.
They currently don't follow so be sure your near your target.
They currently aren't as speedy or agressive either



Apathy Cannot Inspire.
Ambivalence cannot lead.
Loved me. Feared me.
Changed me. Killed me.
Anything would be something.
But nothing is worst of all.
Re: Raise Dead Spell [message #9988 is a reply to message #9980] Thu, 13 July 2006 11:38 Go to previous messageGo to next message
Marcopolo is currently offline  Marcopolo
Messages: 1292
Registered: January 2006
Location: north vancouver

lol

nice one

cant you set the brain to bodyguard or the one that just always folllows the hero


There once was a member of this land,
a humorous posting he planned,
but when he posted,
by mods he was toasted,
and now he has found himself banned.
Re: Raise Dead Spell [message #9995 is a reply to message #9980] Thu, 13 July 2006 19:18 Go to previous messageGo to next message
Keshire is currently offline  Keshire
Messages: 1266
Registered: July 2005

Administrator
Yes. Good point. But more than likely I'll just use the AI settings of the original ghost sword. THats when I finish it though. Razz


Apathy Cannot Inspire.
Ambivalence cannot lead.
Loved me. Feared me.
Changed me. Killed me.
Anything would be something.
But nothing is worst of all.
Re: Raise Dead Spell [message #10000 is a reply to message #9995] Thu, 13 July 2006 23:58 Go to previous messageGo to next message
Marcopolo is currently offline  Marcopolo
Messages: 1292
Registered: January 2006
Location: north vancouver

ah good idea i guess mine is more of a quick fix

There once was a member of this land,
a humorous posting he planned,
but when he posted,
by mods he was toasted,
and now he has found himself banned.
Re: Raise Dead Spell [message #10097 is a reply to message #9980] Sun, 16 July 2006 20:51 Go to previous messageGo to next message
Marcopolo is currently offline  Marcopolo
Messages: 1292
Registered: January 2006
Location: north vancouver

blue, does it apply any effects to the "raised dead" like it does for the ghost swords?

There once was a member of this land,
a humorous posting he planned,
but when he posted,
by mods he was toasted,
and now he has found himself banned.
Re: Raise Dead Spell [message #10099 is a reply to message #10097] Sun, 16 July 2006 21:18 Go to previous messageGo to next message
Keshire is currently offline  Keshire
Messages: 1266
Registered: July 2005

Administrator
Marcopolo wrote on Sun, 16 July 2006 22:51

blue, does it apply any effects to the "raised dead" like it does for the ghost swords?


It shouldn't. I thought I disabled it. You can't delete the specialEffectsDef without killing the game strangely. So I just set all the links in the def to 0. I'll probably add in some effects if they look nice. Getting them to raise from the ground currently is a no go because of the way ghost sword spawns them.



Apathy Cannot Inspire.
Ambivalence cannot lead.
Loved me. Feared me.
Changed me. Killed me.
Anything would be something.
But nothing is worst of all.
Re: Raise Dead Spell [message #10101 is a reply to message #10099] Sun, 16 July 2006 21:45 Go to previous messageGo to next message
Marcopolo is currently offline  Marcopolo
Messages: 1292
Registered: January 2006
Location: north vancouver

that sucks

a suggestion to give it a really flashy spawn effect, try out the job death effect it's trippy

it would cover up that they spawn incorrectly too


There once was a member of this land,
a humorous posting he planned,
but when he posted,
by mods he was toasted,
and now he has found himself banned.
Re: Raise Dead Spell [message #10102 is a reply to message #10101] Sun, 16 July 2006 21:48 Go to previous messageGo to next message
Keshire is currently offline  Keshire
Messages: 1266
Registered: July 2005

Administrator
Marcopolo wrote on Sun, 16 July 2006 23:45

that sucks

a suggestion to give it a really flashy spawn effect, try out the job death effect it's trippy

it would cover up that they spawn incorrectly too


I'll probably just use their own death effect.



Apathy Cannot Inspire.
Ambivalence cannot lead.
Loved me. Feared me.
Changed me. Killed me.
Anything would be something.
But nothing is worst of all.
Re: Raise Dead Spell [message #10103 is a reply to message #10102] Sun, 16 July 2006 23:12 Go to previous messageGo to next message
Marcopolo is currently offline  Marcopolo
Messages: 1292
Registered: January 2006
Location: north vancouver

ah okay then

might look a bit wierd for a spawn


There once was a member of this land,
a humorous posting he planned,
but when he posted,
by mods he was toasted,
and now he has found himself banned.
Re: Raise Dead Spell [message #11126 is a reply to message #9980] Sun, 13 August 2006 17:11 Go to previous messageGo to next message
darylb is currently offline  darylb
Messages: 15
Registered: August 2006
Location: England
hey is there a way to stop the spell being disabled when used because when you get it usualy once its used you gotta wait till there all dead or the spell runs out. i havent tried this yet ignore me if its already done all i want an army Very Happy

You cannot begin to fathom the depths of my mind!

EDAM CHEESE???

[Updated on: Sun, 13 August 2006 17:13]

Report message to a moderator

Re: Raise Dead Spell [message #11130 is a reply to message #11126] Sun, 13 August 2006 21:37 Go to previous messageGo to next message
Keshire is currently offline  Keshire
Messages: 1266
Registered: July 2005

Administrator
darylb wrote on Sun, 13 August 2006 19:11

hey is there a way to stop the spell being disabled when used because when you get it usualy once its used you gotta wait till there all dead or the spell runs out. i havent tried this yet ignore me if its already done all i want an army Very Happy


Nope. THe spell is considered active until their all dead. I know of no way to override that.



Apathy Cannot Inspire.
Ambivalence cannot lead.
Loved me. Feared me.
Changed me. Killed me.
Anything would be something.
But nothing is worst of all.
Re: Raise Dead Spell [message #11135 is a reply to message #11130] Sun, 13 August 2006 22:23 Go to previous message
Marcopolo is currently offline  Marcopolo
Messages: 1292
Registered: January 2006
Location: north vancouver

maybe there is a way to do it, i suggest checking out the physical sheild spell because that's how that works

There once was a member of this land,
a humorous posting he planned,
but when he posted,
by mods he was toasted,
and now he has found himself banned.
Next Topic: Larger Inventory Mod
Goto Forum:
  


Current Time: Tue Dec 03 10:08:26 PST 2024

Total time taken to generate the page: 0.17763 seconds