Reply to Re: Disable All Magic
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An easier solution would be to set his &magic variable to 0. That way the magic doesn't recharge. Don't forget to set &magic_level
to 0 as well, (this makes sure he also can't fire the magic one last time if it's already full)
The weakness of this is that you have to store the old value of &magic, and when &magic increases (level-up or a potion) Dink will be able to cast magic again.
A better but more complicated solution is the one I used in the scourger for the final battle. I didn't want the player to be able to cast magic on him so I edited the magics script and put something like this in the void use(void) procedure:
if (&variable == 1)
{
say("I can't use magic!!",1);
return;
kill_this_task();
}
Remember that &variable needs to be a global.
to 0 as well, (this makes sure he also can't fire the magic one last time if it's already full)
The weakness of this is that you have to store the old value of &magic, and when &magic increases (level-up or a potion) Dink will be able to cast magic again.
A better but more complicated solution is the one I used in the scourger for the final battle. I didn't want the player to be able to cast magic on him so I edited the magics script and put something like this in the void use(void) procedure:
if (&variable == 1)
{
say("I can't use magic!!",1);
return;
kill_this_task();
}
Remember that &variable needs to be a global.