Quote:
Sombre said:
I don't know how hard it would be for them to add a toggle function to researched battlefield spells (I can't think it's that hard, all you have to do is flag the spell as not researched when it's 'off'), but I do know it would /drastically/ lessen the need for scripting, for the less hardcore players.
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Specifically, I think the spell research (F5) screen would be a good place to do this. Perhaps clicking on a researched spell greys it out again. This will prevent it from showing up in your list of ritual spells to cast if it's a ritual/global (makes it easier to hunt for the ones you want) and will prevent it from showing up in the tactical scripting AI list if it's a battlefield spell, as well as prevent it from being cast.
Edit: I can think of a potential complication, actually. Once you turn a spell off, how do you turn it back ON? The game would need to maintain a separate list of spells that are "really" researched, either because the right school level has been researched (Evoc-6) or because map commands started your nation out with that spell. What you'd do is keep the existing code for telling which spells are researched, but also maintain a separate, monotonically-increasing list of "really researched" spells. Every time a spell becomes available you add it to both lists; when someone grays out a spell you remove it from the "researched" list, when they click on an unresearched spell it adds it back into the "researched" list if and only if it's in the "really researched" list. That way the battlefield AI can keep its existing code for checking the "researched list," etc. I'm not sure how changes to the research lists would be encoded in .trn and .h files, though. It might be nontrivial.
-Max