24 magic and 24 items, or Seth wasn't quite so lazy
Seth was only half as lazy as we all thought, or perhaps twice
The &cur_magic and &cur_weapon commands(with arming), allow you to load your current weapons in your magic slot and your spells in your item slot.
Found it when I accidentally bumped &cur_magic up to 10 and suddenly wound up with the fists being armed as a spell
For &cur_magic the values to load weapons are 10 to 25(I know it looks weird but it's still 16)
For &cur_weapon the values to load magic are -1 to -8
A dual magic mode(magic as weapon) would probably be the best use, since there's less interference between the two.
I could also imagine a wizard able to collect a full set of 24 spells and then using a seperate system to track potions and such.
You'd have to add in additional coding to account for conflicts between the magic cost for the "spells" and to control shooting, but it'd still be relativly simple.
The inventory does get messed up a bit by this, nothing really serious just the selection graphics sitting in weird positions.
A bunch of people have been working on designing their own menues anyways, so it would be fairly simple to add it in.(or b) just get rid of the graphics
)
I was actually working on a spell cycler when this happened, it wouldn't be too hard to modify it for the dual spell ability.
Edit:
The full ranges are:
-2 to 25 for &cur_magic
-13 to 16 for &cur_weapon
(They're actually the same range, the zero's throw them off)
Going outside of the ranges will result in Dink crashing, so keep that in mind.
The &cur_magic and &cur_weapon commands(with arming), allow you to load your current weapons in your magic slot and your spells in your item slot.
Found it when I accidentally bumped &cur_magic up to 10 and suddenly wound up with the fists being armed as a spell
For &cur_magic the values to load weapons are 10 to 25(I know it looks weird but it's still 16)
For &cur_weapon the values to load magic are -1 to -8
A dual magic mode(magic as weapon) would probably be the best use, since there's less interference between the two.
I could also imagine a wizard able to collect a full set of 24 spells and then using a seperate system to track potions and such.
You'd have to add in additional coding to account for conflicts between the magic cost for the "spells" and to control shooting, but it'd still be relativly simple.
The inventory does get messed up a bit by this, nothing really serious just the selection graphics sitting in weird positions.
A bunch of people have been working on designing their own menues anyways, so it would be fairly simple to add it in.(or b) just get rid of the graphics
I was actually working on a spell cycler when this happened, it wouldn't be too hard to modify it for the dual spell ability.
Edit:
The full ranges are:
-2 to 25 for &cur_magic
-13 to 16 for &cur_weapon
(They're actually the same range, the zero's throw them off)
Going outside of the ranges will result in Dink crashing, so keep that in mind.
Honestly, I'd lean towards the side of laziness.
Found that the arm procedure doesn't seem to work like normal when they're being armed outside of the normal ranges. Any of the normal actions for arming have to be handled by the script you're using to arm it.
Got a spell as item script working properly(re-arms itself as a magical item once armed).
I'll probably just release a dev file at some point, so everyone can see what all I'm talking about.
Got a spell as item script working properly(re-arms itself as a magical item once armed).
I'll probably just release a dev file at some point, so everyone can see what all I'm talking about.







