detect ether: has duration, will tell you if a room is nogate, no magic rope etc.
dispell ether: pushes ether out of a room for awhile making it gateable or magic ropeable.
summon ether: makes a room nogate, no rope for awhile.
It’s the same. :) If you can’t cast magic rope - it’s already nogate.
Don’t bother Krok… its code. We just haven’t figured out how to translate Brand yet.
It’s the same. :) If you can’t cast magic rope - it’s already nogate.[/quote:mli5itoy]
doh, sure not. have u ever cast ‘magic rope’ at inn? :twisted:
This isn’t likely to happen. Typically rooms are made nogate for a reason and this would just let you bypass all the reasons (admittedly some aren’t that big of a deal, but some are).
Clink
It’s a stupid idea.
13, I dunno why you’re so negative, but you don’t have to be if you don’t want to be.
Regarding the ideas themselves, I’d like to see a detect ether skill. I’ve seen situations where people will walk through rooms using Lloyds or Magic Rope to find rooms that are gatable. Some easier method to detect gatable vs. not would be welcome.
Making a room become gatable might be too powerful an option, and based on the way areas are created I don’t think it should be allowed.
Changing a normal room to be non-gatable is an interesting option. This could be useful to prevent people from relocating or gating to you. If the duration is short (5 to 10 minutes?) it might be fun to play with.
Charles
why would you want a detect ether spell when you can cast magic rope or try a beacon and save the coders work?
and making nogate rooms gatable is silly.