Ambrosia Garden Archive
    • Removing Fireball and Dagger


      Is there anyway to remove the players Fireball and Dagger, but leave them with some other spells?

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    • The only way I can think to do that is make them have to start with an edited save file.

      (edit)Woah. Four minute response time. This has to be some kind of record...(/edit)

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      (This message has been edited by Thok (edited 08-19-2004).)

    • Quote

      Originally posted by Thok:
      **The only way I can think to do that is make them have to start with an edited save file.

      (edit)Woah. Four minute response time. This has to be some kind of record...(/edit)

      **

      An impressive time, indeed. I thought I remember reading about a way to remove the dagger from a character in a conversation or something? Oh and validating a sprite in a conversation makes it appear right?

      EDIT:
      If you give a character a vorpal dirk, or ice pick, you can then take it, removing the dagger. And I suppose I can just make the player waste the magic power, but not quite what I wanted. I was hoping to have a player with just the ice wall spell or something.

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      (This message has been edited by Emperor Ent (edited 08-20-2004).)

    • I believe we had a topic about this a long time ago, and it exhausted itself after finally concluding it was impossible. The save edited save file is probably the best way to go. If you wanted them to start with the ice wall, make the first level contain something that you must use the spell to pass, then they will have loaded the save file for sure.

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    • I was going to toy around with the idea of having the real start point over instant-death spikes (foreground spikes with damn high damage). I think that one way to do it would be to have an invincibility powerup start on top of you that you pick up. Since I believe invincibility powerups don't respawn, you could walk off of the spikes, go onto a savepoint nearby after exhausting the powerup, and editing the save. Then, edit the level data to exclude the powerup.

      That should work, but tell me if/how it doesn't.

      (edit)I forgot to mention that I'll be having that same idea implemented in my planned level set. (GET OUT OF MY HEAD, ENT!) It should be fun to have the player start with no magic, reduced health, and a dagger. Also, I'm going to be doing some things with it that most people wouldn't, I would think. It's going to be public beta, since the community is dying somewhat because of private-beta level sets, unfortunately. When I get the script done, I'll post a level list.(/edit)

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      (This message has been edited by ferazel_09 (edited 08-21-2004).)

      (This message has been edited by ferazel_09 (edited 08-22-2004).)

    • Quote

      Originally posted by ferazel_09:
      **...Then, edit the level data to exclude the powerup.

      That should work, but tell me if/how it doesn't.
      **

      Wouldn't it make more sense to make the level using normal ground instead of spikes and forgetting about the invincibility powerup altogether, then after you save your game, go back into the level and add the FG spikes?

      When you save a game in Ferazel's Wand, it keeps track of crunch tiles and sprites (um, I don't have FerazelFormatStuff.h handy, but it's something like that). So if you save your game and remove the powerup afterwards, the game might still try to destroy that powerup sprite and it could end up removing something else in the level. The game won't care if you change a ground tile to a spiked tile, however.

      Idea: you might want to explain to the player why he is about to die a horrible spike-induced death using a conversation or plaque in case someone tries to start the level normally. Just be careful when doing that, because when you start a game, the screen fades in, and if you start a conversation before everything is visible, the fading will stop until you end the conversation - not good if you're the player and you can't see what's going on.

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