Posted: Fri Feb 17, 2006 11:28 am
Hullo again...
Ok, I came across this... thing. Let's say I wanted to make a peasant that could change itself into a berserk or a warlock. So I do it using artifacts, 'Metamorf - Berserk' and 'Metamorf - Warlock.' After a while, I had it working - sort of.
When I selected, say, 'Metamorf - Warlock' from the inventory, it would make some kind of movement and then remain - apparently - a peasant. It had mana, yes, it could shoot fireballs, yes - it would make a dying noise, fall down, produce a fireball, vanish and reappear standing. If it moved, it would leap around, fidgeting slightly. Not quite there!
So I realize it changed the monster tag as it was supposed to, but retained the original collection, and used corresponding sequences - which didn't prove to be good matches, seeing it used soft_death for the attack and a stand transition for moving. I could make them all match - after a fashion - but it wouldn't be what I wanted.
OK, a lengthy workaround comes to mind - employing Amber and supplying the peasant collection with neccessary sequences from the berserk and warlock collections, having to fend off color table problems all the while. But first I wanted to ask you, is there a way to avoid this? Can the artifact be made to change the collection as well when overriding the monster tag? And if it can't, could the possibility be added to the upcoming 1.5.2?
Thanks in advance
[edit] Oh, and since I already started making requests... could the inventory feature also be enlarged, possibly forming a second row of choices beside the first (ingame)? 9 - as it presently is - sounds generally sufficient, but the more forms my Universal Animal can have, the better
Ok, I came across this... thing. Let's say I wanted to make a peasant that could change itself into a berserk or a warlock. So I do it using artifacts, 'Metamorf - Berserk' and 'Metamorf - Warlock.' After a while, I had it working - sort of.
When I selected, say, 'Metamorf - Warlock' from the inventory, it would make some kind of movement and then remain - apparently - a peasant. It had mana, yes, it could shoot fireballs, yes - it would make a dying noise, fall down, produce a fireball, vanish and reappear standing. If it moved, it would leap around, fidgeting slightly. Not quite there!
So I realize it changed the monster tag as it was supposed to, but retained the original collection, and used corresponding sequences - which didn't prove to be good matches, seeing it used soft_death for the attack and a stand transition for moving. I could make them all match - after a fashion - but it wouldn't be what I wanted.
OK, a lengthy workaround comes to mind - employing Amber and supplying the peasant collection with neccessary sequences from the berserk and warlock collections, having to fend off color table problems all the while. But first I wanted to ask you, is there a way to avoid this? Can the artifact be made to change the collection as well when overriding the monster tag? And if it can't, could the possibility be added to the upcoming 1.5.2?
Thanks in advance
[edit] Oh, and since I already started making requests... could the inventory feature also be enlarged, possibly forming a second row of choices beside the first (ingame)? 9 - as it presently is - sounds generally sufficient, but the more forms my Universal Animal can have, the better