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Messages - Ranman

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1246
Other Calc-Related Projects and Ideas / Ultima V: Magic
« on: November 07, 2005, 12:17:00 pm »
QuoteBegin-CDI+7 November 2005, 18:09-->
QUOTE (CDI @ 7 November 2005, 18:09)
in the same menu you use to display magics and regents and mixing things (I'm being vauge here because I haven't seen the menu structure yet :Pblah.gif) then add an option for "Mixing Chart" and there you go, just include the chart and some notations, but include the full thing in the readme, that way you use the same feature as most RPG's... the user's memory in their head (like how when I'm playing FF6 I can remember all the button combos, and weakness of the enemies :Dbiggrin.gif)

Thanks for the input CDI.  :)smile.gif

Did you ever find it cumbersome to mix spells -- such as the time spent mixing or the total number of keystrokes? :???:confus.gif

1247
Other Calc-Related Projects and Ideas / Ultima V: Magic
« on: November 07, 2005, 12:06:00 pm »
QuoteBegin-CDI+7 November 2005, 17:15-->
QUOTE (CDI @ 7 November 2005, 17:15)
hehe, is it sad that I REMEMBER having that chart and info next to me while playing Ultima7?

Great! You are probably well qualified to answer the questions below. Actually, if anyone has a preference, please chime in.

Did you make extensive of the chart? Did you find yourself referring to the chart alot when mixing spells? :???:confus.gif

I thought about implementing the mixing of spells exactly like the PC version, but then I thought... wow... what about that spell chart... I don't want to have to carry around a chart while playing U5 on a calc.

I could simpify the process some. What if I choose (from a drop down menu) the spell I want to mix. And, if I have enough of the required  reagents, then it automatically mixes it. That way you don't have to remember what spell requires what reagents. Of course, I would have to come up with a clever method to protect the undocumented spells from being mixed until you actually get the recipe from the NPC. ;)wink.gif

Would this take away from some of the original gameplay?  :(sad.gif I think so... Would it be worth it? Probably. :)smile.gif

This is a tough decision. What do ya'll think? :???:confus.gif

1248
Other Calc-Related Projects and Ideas / Ultima V: Magic
« on: November 06, 2005, 09:19:00 am »
The following information is provided as "in box" documentation but I copied it from the Ultima Onlina Archive and reformatted for this forum.


The Languages of Magic in Ultima V

Some aspects of magical lore have become fairly well known. One such is the language of magic. This is a set of twenty-four syllables compiled by a great language scholar after traveling throughout Britannia for more than seven years. These are all the components of any magic spell yet unknown; but they are little help -- and extremely dangerous -- without knowledge of how to combine them into the phrases that make meaningful incantations.

Following is a list of these powerful syllables, approximations of their meanings.

Syllable  Idea
--------  ---------
  An ..... negate
  Bet .... small
  Corp ... death
  Des .... down
  Ex ..... freedom
  Flam ... flame
  Grav ... energy
  Hur .... wind
  In ..... create
  Kal .... invoke
  Lor .... light
  Mani ... life
  Nox .... poison
  Por .... movement
  Quas ... illusion
  Rel .... change
  Sanct .. protection
  Tym .... time
  Uus .... up
  Vas .... great
  Wis .... knowledge
  Xen .... creature
  Ylem ... matter
  Zu ..... sleep


The Mixtures of Magic

Reagents are herbs needed for the preparation of magical mixtures. Most are sold in apothecaries; a few are hard to find and require special effort to obtain. Following is a chart of the magical reagents and the general areas of proficiency they affect (in parentheses).

Black Pearl (Projection)-- A rare version of the standard white pearl, a black pearl is a forceful reagent in the creation of kinesthetic magic, that is, projecting objects.

Blood Moss (Movement)-- Fungal growth usually found in deep forests and warm, damp areas; especially favored as a reagent for its ability to enhance mobility.

Garlic (Warding)-- Ubiquitous and strong-scented reagent, used effectively in warding off evil spirits.

Ginseng (Healing)-- Ancient reagent used extensively in healing.

Mandrake Root (Power)-- Very rare and usually expensive magical herb growing only in swampy areas, mandrake root is said to bring great power to magic that uses it.

Nightshade (poison, Illusion)-- Rare, poisonous plant that appears only when the moons are in a certain conjunction. Those who learn its whereabouts and manage to be there in the dead of night when the moons are full can pick nightshade without danger and benefit from its powerful ability as a reagent to create illusions.

Spider Silk (Binding)-- The magical product of the garden spider and its relatives has no peer in its ability to bind. As a reagent mixed for magic, spider silk magnifies its binding power many times over.

Sulphurous Ash (Energy)-- Common material left by volcanic action, ash is an excellent source of energy in magical mixtures.


The Spells

Spells diverge greatly in term of difficulty, and, correspondingly, in terms of danger to the caster. After years of observation, and experimentation, scholars in magic have classified spells into eight circles of difficulty. Thus, mages who can command only the simplest spells are considered to be in the first circle.

Full mages' magical ability is directly related to their intelligence. Bards appear to have half the magical ability of full mages and fighters rarely have any. Casting spells drains magical powers, limiting how many spells mages can cast before resting. A spell will drain magical powers in amounts proportional to the spell's circle of difficulty.

On the facing page, a chart classifies the spells by circle, with a brief indication of each spell's use, a note on when it can be used, and an ingredient list. Do not take the ingredient lists to be recipes, as wrong quantities or careless mixing could have terrible results.

Note that not all spells can be used in all situations. Quite a few spells need far too much time or concentration to be cast during combat, others feed on the energies present in the battle arena.

Full descriptions of each spell's nature, use and effects follow. In the following chart, dng./com. signifies that the spell works in both dungeons and combat.Chart of Spells


Key: SPELL -- EFFECT -- TIME -- REAGENTS

1st Circle

An Nox -- cure poison -- anytime -- ginseng, garlic
An Zu -- awaken -- combat -- ginseng, garlic
Grav Por -- magical missile -- combat -- ash, pearl
In Lor -- light -- noncombat -- ash
Mani -- heal -- anytime -- ginseng, silk

2nd Circle

An Sanct -- unlock -- anytime -- ash, moss
An Xen Corp -- repel undead -- combat -- garlic, ash
In Wis -- locate -- noncombat -- nightshade, silk, pearl
Kal Xen -- call animal -- combat -- silk, mandrake
Rel Hur -- wind change -- noncombat -- ash, moss

3rd Circle

In Flam Grav -- wall of fire -- dng/com -- pearl, ash, silk
In Nox Grav -- wall of poison -- dng/com -- nightshade, silk, pearl
In Por -- blink (teleport) -- anytime -- silk, moss
In Zu Grav -- wall of sleep -- dng/com -- ginseng, silk, pearl
Vas Flam -- ball of flames -- combat -- ash, pearl
Vas Lor -- great light -- noncombat -- ash, mandrake

4th Circle

An Grav -- dispell field -- anytime -- pearl, ash
Des Por -- downward move -- dungeon -- moss, silk
In Sanct -- protection -- anytime -- ash, ginseng, garlic
In Sanct Grav -- protection field -- dng/com -- mandrake, silk, pearl
Uus Por -- upward move -- dungeon -- moss, silk
Wis Quas -- reveal -- combat -- silk, nightshade

5th Circle

An Ex Por -- magic lock -- anytime -- ash, moss, garlic
In Bet Xen -- insect swarm -- combat -- moss, silk, ash
In Ex Por -- magic unlock -- anytime -- ash, moss
In Zu -- sleep -- combat -- ginseng, nightshade, silk
Rel Tym -- quickness -- combat -- ash, mandrake, moss
Vas Mani -- great heal -- noncombat -- ginseng, silk, mandrake

6th Circle

An Xen Ex -- charm -- combat -- pearl, nightshade, silk
In An -- negate magic -- anytime -- garlic, mandrake, ash
In Vas Por Ylem -- tremor -- combat -- moss, ash, mandrake
Quas An Wis -- confuse -- combat -- mandrake, nightshade
Wis An Ylem -- xray -- noncombat -- mandrake, ash

7th Circle

In Nox Hur -- poison wind -- combat -- nightshade, ash, moss
In Quas Corp -- fear -- combat -- nightshade, mandrake, garlic
In Quas Wis -- peer -- noncombat -- nightshade, mandrake
In Quas Xen -- clone -- combat -- ash, silk, moss, ginseng, nightshade, mandrake
Sanct Lor -- invisibility -- combat -- mandrake, nightshade, moss
Xen Corp -- kill -- combat -- pearl, nightshade

8th Circle

An Tym -- time stop -- anytime -- mandrake, garlic, moss
In Flam Hur -- flame wind -- combat -- ash, moss, mandrake
In Mani Corp -- resurrect -- noncombat -- garlic, ginseng, silk, ash, moss, mandrake
In Vas Grav Corp -- cone of energy -- combat -- mandrake, nightshade, ash
Kal Xen Corp -- summon -- combat -- mandrake, garlic, moss, silk
Vas Rel Por -- gate travel -- noncombat -- ash, pearl, mandrake



There are also 3 undocumented spells that you can find by talking to NPCs during the game.

1249
Other Calc-Related Projects and Ideas / Ultima V: Magic
« on: November 06, 2005, 08:13:00 am »
This topic will discuss all types of magic in Ultima V.

Any questions? I'll post some more later.

1250
Other Calc-Related Projects and Ideas / Theta Fourteen
« on: November 06, 2005, 08:03:00 am »
QuoteBegin-CDI+5 November 2005, 10:23-->
QUOTE (CDI @ 5 November 2005, 10:23)
I do kinda the same thing, how I do GS is bad practice though, I set the contrast to 0 then make a spritemap of all the "masks" for GS then I store that to pic 0 then I overwrite that with the normal sprites and set the contrast to whatever the user had it at and repeatedly do "real(3,0,3,1" and "real(1,8D-8,8C-8,8,1,8,5,E,A8,3,0,1" to make the map GS and the usersprite GS too!  

 Those are both very clever grayscale methods (including Kevin's and Spellshaper's method). :ph43r:ninja.gif

Is it grayscale or greyscale? I think  both acceptable names. ;)wink.gif

1251
News / Status of the TI community
« on: November 06, 2005, 01:58:00 am »
QuoteBegin-Madskillz+4 November 2005, 15:5-->
QUOTE (Madskillz @ 4 November 2005, 15:50)
I had once thought about buying a GP32, I waited for a year, and decided to buy a PSP instead...I got homebrew running on my PSP, Emus and roms, I plan to develop for that this summer.

the GP2x does seem nifty though

What happens if you upgrade to Sony's Latest firmware? Doesn't all of that capability go away? I thought they were really trying hard to crack down on that stuff. I read an article stating Sony's new released games will require the latest firmware. Hence, if you want to play new games you must upgrade your firmware, so no more EMUs and homebrew.

QuoteBegin-Lionel Debroux+6 November 2005, 2:20
-->
QUOTE (Lionel Debroux @ 6 November 2005, 2:20)
Talented at optimizing programs if you wish, but rather bad at algorithmics.

Sooner or later, you'll see a more public sign that I'm going away.

Please don't go away forever -- that would be too great a loss for the TI community. I understand where you are coming from, I have done the same thing a time or two. But, you don't have to go away forever or completely. While you are gone... you will be greatly missed.

1252
TI 68K / Ultima V: Combat
« on: November 05, 2005, 01:34:00 pm »
QuoteBegin-dragon__lance+5 November 2005, 18:41-->
QUOTE (dragon__lance @ 5 November 2005, 18:41)
That sounds cool :)smile.gif will this be in real time?

No. Combat in Ultima V is a "round robin" turn based style.

A maximum of 6 players can be within your party. Once, all 6 party members have performed their move, then it is enemies time to move, attack, pass, or flee.

QuoteBegin-tifreak8x+5 November 2005, 18:26
-->
QUOTE (tifreak8x @ 5 November 2005, 18:26)
I had this really complex algorithim that would decide all of it. Wish I had put it with the rest of my notes... sad.gif

Oooh! I hate it when that happens. :(sad.gif

1253
TI 68K / Ultima V: Combat
« on: November 05, 2005, 11:57:00 am »
Ultima V combat will work like this...

Enemies normally have 3 choices: attack, move toward player, or pass. As the level of the player increases, the chance for the enemy to pass decreases. If the enemy has a "distance" weapon (like a throwing axe) his chance for moving decreases.

Every enemy has a "flee" flag. If you are kicking the monster's butt, he may decide to escape. This is the only time he will ever move away from the player. Once he decides to flee, he will never pass, attack, or move toward the player again. If you want the treasure, you better kill him before he flees. However, if he is a "non-evil" monster... you better let him go because if you kill a fleeing non-evil monster your virtue will drop.

1254
News / Status of the TI community
« on: November 04, 2005, 04:07:00 am »
QuoteBegin-Kevin+4 November 2005, 10:01-->
QUOTE (Kevin @ 4 November 2005, 10:01)
oh I see, still I never heard about this here, must be one of those foreign platforms like the wonderswarm and the neo-geo, which are both not even avaliable where I live  

 It is a Korean handheld. You can get it through mail order from http://www.gbax.com.

Another good GP32 forum is http://www.gp32x.com. It is similar to Ticalc except for hte GP32 and GP2X. The GP32 and GP2X are both Open Source and use standard memory sticks you can buy in any store.

I actually own a GP32 and it is sweeeeet. But, I still like programming my calculator better.  

1255
TI Z80 / Battlemasters (general discussion thread)
« on: November 04, 2005, 02:06:00 am »
QuoteBegin-Spellshaper+3 November 2005, 16:09-->
QUOTE (Spellshaper @ 3 November 2005, 16:09)
currently stuck again... working on battle engine... I
1256
TI 68K / Shadow Falls
« on: November 03, 2005, 03:36:00 pm »
Ah hah... I new it would get featured!

Congratulations Saubue! :ru13z:king2.gif

1257
TI 68K / Ultima V: Warriors Of Destiny, Status: Progressing
« on: November 03, 2005, 08:22:00 am »

       
QuoteBegin-tifreak8x+3 November 2005, 14:11
-->
QUOTE (tifreak8x @ 3 November 2005, 14:11)
Well, I do have the Rums of a 92, so I can still play... :Dbiggrin.gif

I recommend using the TI92+ ROM due to the QWERTY keyboard. So when talking to NPCs, you can easily type in the questions you want to ask them.

Not to mention, the the font is easier to read.

This post has been edited by Ranman on 3 Nov, 2005, 14:25

       
         THE POST
     

1258
TI 68K / Ultima V: Warriors Of Destiny, Status: Progressing
« on: November 03, 2005, 06:45:00 am »

       
QuoteBegin-tifreak8x+3 November 2005, 11:49
-->
QUOTE (tifreak8x @ 3 November 2005, 11:49)
And this is for the 92+ V200, isn't it?  

 Yes... If you own a TI92+ or V200, you will get full original view of the 11x11 tile window :thumb:google.gif -- TI89 is limited to viewing 9x9 tile window.  <_<dry.gif

Since combat maps are stationary 11x11 maps, TI89 owners will have to move the camera position in order to see the entire combat map. I think I already stated that the camera position on the TI89 is already working.  

       
         THE POST
     

1259
TI 68K / Shadow Falls
« on: November 03, 2005, 03:06:00 am »
QuoteBegin-saubue+23 September 2005, 19:46-->
QUOTE (saubue @ 23 September 2005, 19:46)
Shadow Falls is not progressing at the moment, because I have a lot of ideas on PoweComPress...

My email to Ticalc:
QuoteBegin
-->
QUOTE
In my opinion, http://www.ticalc.org/archives/files/fileinfo/379/37950.html appears to be worthy of featured program status. It is an amazing on calc compression utility complete with a grayscale Windows-like GUI. I believe Saubue has just raised the bar for calc programming.


Amazing!!! :ru13z:king2.gif You just keep getting better and better Saubue.

P.S. Don't forget about Shadow Falls ;)wink.gif

1260
TI 68K / Ultima V: Warriors Of Destiny, Status: Progressing
« on: November 02, 2005, 04:33:00 pm »

       
QuoteBegin-Kevin+2 November 2005, 11:56
-->
QUOTE (Kevin @ 2 November 2005, 11:56)
how is it progressing so far?

Ultima V is progressing. In the past week I have done a couple of things:

 - I attempted to move the drawing to an interrupt handler. I did not like the result so I back out all of the code. Wasted 2 days of work :(sad.gif but it was fun trying. :)smile.gif I may still look at this subject again. I would really rather have it asynchronous to the event engine.

 - Reformatted some data files, saving ~ 1.5Kb RAM. :)smile.gif This of course broke a few things that I had to go back and fix. :(sad.gif

 - Implemented the combat player selection overlay sprite and the combat crosshair overlay sprite for aiming purposes. The combat map is an 11x11 map. This map will host up to 6 party members and up to 16 monsters at once. Even though combat is round robin, it can still be very intense. ;)wink.gif

- Implemented entering "special" dungeon combat rooms correctly. Dungeon rooms are identical to combat maps except you can enter these rooms from any direction: North, South, East, West, Up, and Down. So, I needed to find the correct initial positions for every party member and every monster. ;)wink.gif

 - Tweaked the middle "General Information" window to display more applicable information while in dungeons, towns, and the Underworld. For instance, in the Underworld, there is no wind and you cannot see the sun or moon (the Underworld map is 256x256 and it is totally dark -- you better have a lot of torches). Dungeons, of course, do not have the sun and moons, but they do have levels -- each dungeon has 8 levels. B)cool.gif

       
         THE POST
     

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