Swamp Slogger
Posts: 139
Joined: Friday, 13th March 2015, 13:33
Although the central place for design discussion is ##crawl-dev on freenode, some may find it helpful to discuss requests and suggestions here first.
Swamp Slogger
Posts: 139
Joined: Friday, 13th March 2015, 13:33
Pandemonium Purger
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Joined: Wednesday, 11th April 2012, 02:42
Location: Sydney, Australia
Cocytus Succeeder
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Joined: Sunday, 18th December 2011, 13:31
Snake Sneak
Posts: 111
Joined: Saturday, 10th March 2018, 18:00
Patashu wrote:I think there's a LUA script to do this but I'd love it as an rc setting. Something like cast_at_max_mp=spell1,spell2,spell3 and whenever you hit full MP it tries to cast each spell until one of them succeeds.
Crypt Cleanser
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Joined: Saturday, 12th December 2015, 23:54
Mines Malingerer
Posts: 47
Joined: Friday, 3rd February 2012, 07:23
Hellmonk wrote:If deflect missiles is going to exist at all, it should be permanent. Breaking the effect so you have to recast it does nothing but add tedium. If you want dmsl to scale with spellpower, just scale the actual effect with spellpower. If you want to keep the current "sometimes you lose dmsl for the rest of one combat" behavior, just give a short duration -dmsl status under the circumstances where it'd break now, or failure rate / 100 times, or whatever.
Tartarus Sorceror
Posts: 1698
Joined: Saturday, 18th June 2016, 13:57
Hellmonk wrote:If deflect missiles is going to exist at all, it should be permanent. Breaking the effect so you have to recast it does nothing but add tedium. If you want dmsl to scale with spellpower, just scale the actual effect with spellpower. If you want to keep the current "sometimes you lose dmsl for the rest of one combat" behavior, just give a short duration -dmsl status under the circumstances where it'd break now, or failure rate / 100 times, or whatever.
Abyss Ambulator
Posts: 1193
Joined: Friday, 16th January 2015, 20:20
tself55 wrote:Hellmonk wrote:If deflect missiles is going to exist at all, it should be permanent. Breaking the effect so you have to recast it does nothing but add tedium. If you want dmsl to scale with spellpower, just scale the actual effect with spellpower. If you want to keep the current "sometimes you lose dmsl for the rest of one combat" behavior, just give a short duration -dmsl status under the circumstances where it'd break now, or failure rate / 100 times, or whatever.
This could work, but it would require some code to cancel the dmsl buff when you forget the spell, since otherwise you would never have to keep those 6 spell levels after casting it once. (other than say Quicksilver Dragons if you kept that interaction)
Slime Squisher
Posts: 344
Joined: Tuesday, 14th April 2015, 19:56
Location: France
PseudoLoneWolf wrote:Patashu wrote:I think there's a LUA script to do this but I'd love it as an rc setting. Something like cast_at_max_mp=spell1,spell2,spell3 and whenever you hit full MP it tries to cast each spell until one of them succeeds.
That sounds like an EXCELLENT way to immediately miscast yourself to death after learning a spell. I don't think setting that in the RC is a good idea. If you do, you'd probably have to set some sort of spell failure breakpoint (i.e. it won't try to do this until failure is <10%) or else this would have to be implemented as a system in-game. Trying to autocast dMis when you just learned it as your first Air spell seems like a recipe for Airstriking yourself or glowing to the point of malmutation.
Ziggurat Zagger
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Joined: Friday, 8th May 2015, 17:51
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