Read-only archive of the Armageddon Games Forums Archive (2000–2026) · About this archive

Magic meter

13 replies · 2,775 views · Started 23 June 2002

Set aside 9 tiles that look like this (8x8 pieces)
Tile1:
Full bar slice|"Half" icon (appears when you get magic upgraded)
Left Endcap|Right Endcap
Tile2:
Empty bar slice|Barslice with 1 Magic Points
Barslice with 2MP|Barslice with 3 MP
Tile3:
BS4MP|BS5MP
BS6MP|BS7MP
and so on.
Then set the first tile as the MISC:magic meter sprite w\ the correct CSet.

Voila! One working Magic Meter!

Did you set up the sprite. I think it's in the weapons/misc. Go to Magic Meter, and select the tile with the 1/2 tile.

Weird, it worked for me... While were talking about magic meters, how can you get it so the CSet doesn't change with the DMaps? I have a dark dungeon, and the 'bar' in the magic meter doesn't show up... :sweat: Does anybody know how to fix this?

I know! Go to init data, click on the arrow until you reach "equipment", set magic and max magic to any value above 0 and Voila! A real working magic meter! 😃

Does anybody know how to fix this?

Recolour the magic meter to a pallete that doesn't change with the level... like Link's pallete... that does also mean, that like mine it changes color depending on your armour 😊

Originally posted by ZeldaLord
I know! Go to init data, click on the arrow until you reach "equipment", set magic and max magic to any value above 0 and Voila! A real [B]working magic meter! 😃 [/B]

THANK YOU! That finally did it!

It does if you want them to START with magic...
You could actually GIVE them Magic Containers in the game, which doesn't start them with magic, but it still allows magic.
The reason it wasn't showing up is your character had NO magic OR Magic Containers.