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- =============================================================================
- QUAKE WIZARDS
- by Qyv
- =============================================================================
-
- Version: 1.2
- This new version is because I totally revamped the impulse code ala
- Morph. It just seems much better and easier to use than Holo's. Also
- notice how spells have similar checks and startups and the bottom to
- make editing easier.
-
- What is this patch?:
- This qcc addon allows your player to cast D&D spells and such. It's
- purpose is to make creating/adding/modifying spells as easy and
- painless as possible. I dont expect anyone to use my spells all the
- time, 1st level spells are weak, but higher levels will be more
- powerful and flashy. (polymorph self, teleport,
- "magic morning stars"...) For this reason I purposefully made these
- spells pretty useless, based on D&D specs. (although there are still
- alot of bugs I dont want.)
-
- Format: This is not ready to be used in a game yet. I encourage other QCC
- writers to add their own spell creations or modify what I have here.
- Impulses will be defined by magic level 0x0
- (level 2 = impulse 120-129 & impulse 220-229)
- (level 9 = impulse 190-199 & impulse 90-99)
- This is because of the 0-250 impulse limitation...
- Spells also use 10 cells per magic level.
- Creating new spells is easy. Each spell is it's own file, and the
- only changes to WEAPONS.QC are in the CACHE and IMPULSE sections.
- New spell files are inserted into PROGS.SRC.
- Please send comments/suggestions to rnakahar@hawaii.edu
-
- =============================================================================
-
- This is the impulse list straight from weapons.qc, if you don't know what it
- means you probably shouldnt be messing with this just yet.
-
- if (self.impulse == 110)
- JumpC();
- if (self.impulse == 111)
- WizmarkC();
- if (self.impulse == 112)
- LightC();
- if (self.impulse == 113)
- ShockingC();
- if (self.impulse == 114)
- BurningC();
- if (self.impulse == 115)
- ColorsC();
- if (self.impulse == 116)
- ArmorC();
- if (self.impulse == 117)
- PforceC();
- if (self.impulse == 118)
- MagicmC();
-
-
- Here's a list of 1st level spells I think are realistic for Quake. It shows
- which ones I have already started on... (MARKED WITH A -, THOSE CAN BE TESTED)
-
- Affect normal fires
- use on torches for good light magic?
- Alarm
- To be something like motion sensor patch which I havent tried
- just yet
- - Armor
- Needs if/then stuff and time limit but works
- Audible Glamer
- random noise (axe hitting wall, jump sounds) to be instantly
- generated at point opposite player (like shotgun puffs)
- - Burning Hands
- almost exactly like Hell Knight shots but I CAN ONLY GET ONE
- TO FIRE! =(
- Cantrip
- some small useless magic
- - Color Spray
- looks pitiful now but eventually spray pixels out in front
- of caster
- Dancing Lights
- based on bobbing laser shooters ala Minion
- Feather Fall
- I know this is possible
- Hold Portal
- heard of a patch that controls doors by button, similar but
- only holds door closed and limited time
- - Jump
- Needs time limit
- - Light
- doesnt stick to players(monsters) properly
- - Magic Missle
- the only real working spell (most not my code heh)
- - Phantasmal Force
- needs white illusion instead of brown? works good (again,
- most not my code)
- - Shocking Grasp
- cant get "shove" to work, will have electric damage added
- Sleep
- similar to "feign death" idea but on others
- Spider Climb
- possible?
- Tenser's Floating Disk
- (have other players float around with you heh)
- Ventriloquism
- similar to audible glamer spell
- Wall of Fog
- possible?
- - Wizard Mark
- works yet pretty useless
-
- =============================================================================
-
- Future versions will hopefully include:
- Impulse keys to easily scroll thru spells within a magic level
- Impulse key to throw nails as darts =)
- Impulse key to list spells
- Impulse key to dispel your magic (illusions, summons, etc...)
- Allow wizards vs soldiers
- # of items = spells power (need all weapons for level 8)
- Variable levels of power (magic level 3 get 2 magic missles and
- more damage
- Magic flash/glow for all spells
- Priest spells (heal/cure magic)
- Use magic components for higher level spells
- Quad= Fire
- Invisible ring= Air
- Slime Suit= Water
- ????= Earth
- A main QC file to hold new caches and new code to be used in several
- different spells
-
-
- Credits: Ideas and code taken from
- Vweapons
- Flares
- Holo
- Fiend
- Morph
-
- About Qyv: rnakahar@hawaii.edu
- I got an F in Introductory to Programming this past year, so my code
- is extremely sloppy. This was the result of 3 days learning QCC thru
- much guesswork and ripping other patches.
- I'm probably also forgetting something in this text, sorry...
-