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[SPELL(S)] Visible Affects

Posted: Sat Jul 13, 2013 6:43 am
by Rhangalas
Not really a priority, but I thought I would kick off a thread for spells that should leave visible affects on the target, but do not. I am hoping/assuming these visible affects are soft code...

For the first submission, Blindness.

Maybe the affect seen could be something like: {80}$'s eyes are clouded over with a murky darkness.

It would allow the caster to keep track of the affliction on opponents, which is my main reason for the suggestion and I guess a side benefit would be that friendlies will be able to better discern when their comrades are affected by it, barring the usual, "I'm blind!" being yelled.

Re: [SPELL(S)] Visible Affects

Posted: Mon Jul 15, 2013 9:41 am
by Rhangalas
Second submission: astral walk.

Not exactly a 'missing' visible affect per se, but kind of similar. I was wondering if the echo for astral walk could be changed out so that it will not be the same echo as teleport. Not a big deal, but it is kind of confusing sometimes when a known invoker seems to be using conjuration. :)

Maybe, {80}$N disappears/appears in a haze of grey fog.

I chose grey fog, because the astral plane is nearly a monotone grey in the lore, it would seem kind of sinister as befitting a necromantic spell, and also, in the FR novels, astral creatures always seem to be heralded by this grey mist when they are summoned to the material plane (IE Guenhwyvar).

Re: [SPELL(S)] Visible Affects

Posted: Tue Jul 16, 2013 11:28 am
by Raona
Both fine suggestions! I was in a position to implement for blindness, so I did. Astral walk would require hard code, so that's one for Mask to consider.

Re: [SPELL(S)] Visible Affects

Posted: Tue Jul 16, 2013 12:19 pm
by Alitar
I would love to see something put in for the "raise dead" affect that lingers for awhile after you're rezzed. Maybe something like along the lines of "Alitar looks withdrawn and ill."

Re: [SPELL(S)] Visible Affects

Posted: Tue Jul 16, 2013 8:14 pm
by Rhangalas
Waterbreathing.

Would be kind of cool if the spell were to show gills on your neck.

{60}$N's neck is perforated by a series of gills on each side.

It would let clerics be able to see when someone is able to breathe water, so they don't waste time trying to use drown on them and it would help wizards keep track of the spell on their group members.

Re: [SPELL(S)] Visible Affects

Posted: Mon Jul 22, 2013 2:36 am
by Rhangalas
Raona wrote:I was in a position to implement for blindness, so I did.
Missed this post the first time around somehow, but just wanted to say thanks. If only there was a mass blindness spell... :D

Re: [SPELL(S)] Visible Affects

Posted: Fri Jul 26, 2013 3:03 am
by Raona
Visible affects for water breathing and raise dead are on the way - fine suggestions. I also fixed the $ targets on some others (so He/She and His/Her are right for the rest of the affect).

May be a while before they make it to the game port.

Re: [SPELL(S)] Visible Affects

Posted: Fri Jul 26, 2013 3:39 am
by Orplar
I like this

Re: [SPELL(S)] Visible Affects

Posted: Mon Aug 05, 2013 12:28 am
by Aveline
Timestop.. I'm not sure what sort of visible affect it should have but there is no way to tell if someone is still affected by this or if they are just lagging and not responding.

Re: [SPELL(S)] Visible Affects

Posted: Mon Aug 05, 2013 1:03 am
by Gwain
I like how they did it in Baldur's gate, maybe a thin sheen of red covers you? More feasable than a giant clock.

Re: [SPELL(S)] Visible Affects

Posted: Tue Aug 06, 2013 10:34 am
by Raona
Technically Time Stop should affect the caster, but with our mechanics it has to be an affect on others. It already has a Visible Affect coded and in on the gameport, though:
VisibleAffect {70}$n is frozen in time.~
I just tested it on the game port and it seems to work - so glance or look should report this if it applies!

Re: [SPELL(S)] Visible Affects

Posted: Fri Dec 06, 2013 7:21 pm
by Alitar
Rhimphax was suffering from a poison that didn't appear to have a visible affect. I think most poisons should have one (sickly green tones or something?) though I have no idea what one he was affected by.

Re: [SPELL(S)] Visible Affects

Posted: Fri Dec 06, 2013 9:34 pm
by Isolrem
What timestop needs is a way for the caster to know it's ended without having to spam look on the affected targets.

Something like:
>You have casted Timestop.
(2 rounds later)
>The world catches up to you.

Re: [SPELL(S)] Visible Affects

Posted: Sat Dec 07, 2013 1:34 am
by Gwain
I like the echo you see when you heal a bit after the spell is cast, maybe something like that for the end of timestop?