97 lines
4.5 KiB
Plaintext
97 lines
4.5 KiB
Plaintext
Creating a Special Spell that Simulates An Anti-Magic Cloud Spell
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A BoE Programming Sequence by Chris Risberg
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PURPOSE
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The purpose of this sequence is to simulate an Anti-Magic Cloud cast by a monster. Special Spells
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are of course widely used and well known, but this sequence, first used in my scenario Shadow Of
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The Stranger, creates a new challenge for the party.
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The walls that block a party via a Can't Enter Special Node were first used (to my knowledge) by
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Alcritas in his scenario Lamentations, and documented in the Designer's Forum article
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"Some More Innovations".
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NOTES
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As there is no Special Node for placing an Anti-Magic Cloud, this is faked by placing a creature
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in the walls around the party that radiates Anti-Magic fields. These creatures are invisible, have
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no attacks, and set to radiate 100% of the time. As it is not intended that the party be able to
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kill these creatures, they should be immune to everything and given maximum health and armor.
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They need to be Hostile and able to move, otherwise they won't radiate any fields.
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In order to allow these creatures to move, the walls around the party (a narrow hallway is by far
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the best application for this) need to be Walk Through, Opaque, but call a Can't Enter Local
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Special Node. In this way the creatures can walk through the walls and radiate freely, but the
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party is blocked.
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To prevent these creatures from leaving the walls, the terrain around them must be either Blocked
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or have the Special Property Blocked To Monsters. This means that the hallway that the party is
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in must also be Blocked to Monsters, and that "normal" monsters should also be blocked from the
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squares next to these special walls, otherwise they too will be able to roam through these walls
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as well. In the example included, there are monsters in the hallway with the party, but they
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are given the Can't Move property to avoid this problem.
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LIMITATIONS
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As mentioned above, a narrow hallway is probably the best implementation for this special spell,
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otherwise the party can easily move away from the Anti-Magic cloud. A two-square wide hallway
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could also be used, with the monsters on either side.
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Caution should also be used with monsters nearby that can summon other creatures, something I
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carelessly overlooked in my scenario. These summoned monsters could be placed next to the
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special walls, creating "magical" Shades or Sliths or whatever that can seemingly walk through
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walls.
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TOWN AND SPECIAL NODES
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Monsters of type 215 (see below) are sprinkled in the walls around the party where the effect is
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desired, and given the property Special Encounter Group #2. The rest of the hostile monsters are
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Special Encounter Group #1.
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Hallway is Blocked To Monsters, and any monsters that appear in the hallway (to block the party's
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progress), must be set to Can't Move. Any open terrain on the other side of the walls must also
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be Blocked To Monsters.
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Wall Properties:
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Terrain number: 249
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Terrain Type Name: Basalt wall
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Terrain Blockage: Walk through, Opaque
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Special Properties: Call local special
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Number of special to call: 50
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Monster Properties:
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Monster number: 215
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Monster type name: Basalt wall
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level: 40
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health: 2500
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speed: 1
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type: Important
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attacks: all 0
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attitude: Hostile A
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Special Ability: Invisible
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Create Monster/fields: Radiate antimagic fields 100%
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Resistances: immune all
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37 LOOKING BLOCK GOTO 52 // Called when party steps on space in hallway (24,10)
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52 Destroy All Monsters (Friendly) GOTO 38 // Not important for Special Spell sequence
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38 One-Time Town Enc [22,6] 1, "You are attacked!" GOTO 42 // Place hostile monsters
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42 Change Terrain 24,8 to 'Closed Portcullis' GOTO 33 // Party is trapped in hallway
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33 Set SDF (22,5) = 0 GOTO 39
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39 Display Sm Msg "Empire Wizard Casts: Anti-Magic Cloud" GOTO 40
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40 Play Sound 25 GOTO 41 // Cast Mage Spell sound
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41 One-Time Town Enc [-1,-1] 2, GOTO 44 // Places wall monsters
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44 . . . // Nodes continue, but not relevant for AM Cloud special spell
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50 Can't Enter (no enter) // Called whenever party moves into a wall around the hallway
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EXAMPLE
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Enter the fort (town 0) just to the west of the starting town, and pass through the portcullis
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to start the battle! Do not play in Debug Mode, otherwise the wall monsters will not radiate
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Anti-Magic clouds. In this example the monsters have been significantly weakened, but in my
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scenario the Empire Centurion and the others in the hallway are rather tough, meaning the party
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must spend several turns hacking, without the benefit of Major Blessing or Haste spells.
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Once you are finished, the exit is through the southern passage. |