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caladina

new spell 'fight'

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Magic level 100 required, ability to cast 'fight' spell, casting on two creatures causes them to fight each other.

Duration between casting on 1st and 2nd creature would be no more than 2-3 secs,  only 2 creatures can be cast on at one time.

 

there is some good strategy possibilities in this and of course some silly fun to be had pitting various creatures against each other

 

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So I cast the spell on a goblin in PL, and someone else on a skeleton in Irinveron. What happens?

Or, the spell is cast on two invasion bosses? Invasion master won't be happy...

 

IM(NS)HO, the strategic possiblities are what makes this 'not funny' for invasion masters, and the

code needed to get this work as you intent (I think) is a bit more complicated than the changes we've seen

lately: timing issues, exactly how is the spell supposed to be cast?

 

And of course, the "fun" aspect wears off rather fast, in general.

Edited by revi

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Its called summoning :)

you summon a creature your friend summon a creature and you let them fight against each other.

And if you are over a certain level you can give the creatures you summoned a few commands

You can also have your summoned creatures attack other creatures of people, and you can summon from rabbits up to dragons a whole lot of creatures.

Edited by vinoveritas

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But, but, but.... That means training yet another skill, extra nexus, gc. That's work... :P

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Of all the new spell possibilites proposed over the years, this one is pretty far down on this list of practical additions to the game.

 

Such a thing exists in classic D&D... Charm. You only need to cast on one creature.

 

Even if we change this to the classic Charm spell, the applications to EL are troubling. As others have pointed out you really have to look at new additions from the 'how can this be abused' aspect. and being able to charm a casty is bad.

 

But we can add immunities for bosses, you say? Well, sure... let's add more restrictions to the point it can't be abused... then it's useless.

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obviously you can limit it to exclude invasion mobs/ bosses.

as for casting distance between the creatures i would say within 12 steps of each other as per normal range, so no inter map casting.

 

as for the coding thats always going to be the make or break hurdle any new idea has to get past first (ie: is doable it in the current game frame)

 

as for how its cast, similar to heal or harm, when you cast you are prompted for you first target, then prompted for the second.

a cast against a creature thats excluded would return the same prompt as trying to cast on the unicorn in ws

 

giving the creatures ability to disengage from the spell or for the cast to have a timed duration might be a way to stop over powering it if you used it on some invasion stuff.

 

as in ranging you could have a chance for both the mobs to attack you instead after the second cast as a negative fail

 

 

 

 

 

 

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If this is implemented it should be dependent on magic level and summoning level. Maybe add a needed spell component to spell like amber.

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