More Magic!!!

Help Topics, Bug Reports, Feature Requests, etc.
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wondertown
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Post by wondertown » Tue Mar 18, 2008 1:31 pm

EDIT: If you hit by any kind of magic, you'll act like when you fire a magic

Here:
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Boppelist
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Post by Boppelist » Wed Mar 19, 2008 2:45 am

Just like when you've been hit by Brr magic.
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Clifford
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Post by Clifford » Wed Feb 04, 2009 9:09 pm

wondertown wrote:boppelist told me that you never make a white magic in WA editor!!!
But I can do it!!!!(Did somebody knew it already??) :D :D :D
I did this in the actual game somehow.
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duncan
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Post by duncan » Thu Feb 05, 2009 12:37 am

Either this is an easter egg, or MS programed the editor WAY wrong.

PS: White magic and the red magic that follows/kills you, IS an egg.
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Qloof234
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Post by Qloof234 » Thu Feb 05, 2009 12:57 am

The white magic is from a save glitch, but it is possible to get in the Editor. When you have any power load a save - sometimes it will give you white power.

Red magic is another glitch with breaking the magic boundaries, as in setting its number to one out of the range of 2, 6, and 4.
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duncan
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Post by duncan » Thu Feb 05, 2009 7:45 pm

No. If it was a BUG it would do nothing and would look like the magic you used because MS would have nothing to do with it. However, An "Easter egg in game" is when the creator of a game programs something that seems like a glitch or bug for you to find to have fun with.

Example: White magic, its flame looks completely different than other magic, and it does something, this means MS must have put it in as a "Easter Egg" to have fun with when finished with the game.(besides what is on the sign at the end.)
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Qloof234
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Post by Qloof234 » Thu Feb 05, 2009 10:11 pm

I can't tell you what's on the sign for a good reason, but it has nothing to do with the white magic or the red magic.

Plus not all bugs do nothing, like the invisible box glitch from RTWC.
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mqdar
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Post by mqdar » Thu Feb 05, 2009 11:38 pm

The white magic could easily be from the early build of WA, because there was white magic in it. But, this is a glitch, and therefore not intended, so it's hard to predict how the game would deal with it (until you try it out).

The white magic has the power to destroy. What about fire flowers? They do the same thing, and there must be some sort of programming to tell how the fireballs function (fireballs are not like magic spells, they are magic spells). I don't know why the red magic works like it does, but it must be something similar. Maybe something else to do with older versions of the game created that weren't taken out.
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Qloof234
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Post by Qloof234 » Fri Feb 06, 2009 12:33 am

The beta data doesn't convert properly into proper WA Editor data, of course, but chances are one to a hundred that the post-beta white magiic comes from the data conversion of the pre-beta white magic. Patrick would've removed the white magic altogether rather than cut off all data referring to it.



Patrick would probably be able to tell us about this magic stuff... or at least the only 2 that actually do something.
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Midnight Synergy
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Post by Midnight Synergy » Fri Feb 06, 2009 5:18 am

The official answer:

The FireFlowers spell was always the orange POW magic. Originally I had also designed FireFlowers that could fire homing missiles - but that never made it into the game. They happened to have colour zero (red). Hence the leftover red magic. (which also explains why they home in on the Stinker)

White magic was unintended (and not programmed). I guess it's like a fireball (POW magic), but that came simply out of the load/save bug (which was removed in later versions/games).
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duncan
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Post by duncan » Fri Feb 06, 2009 8:54 pm

Then there is only one reason white magic exists.


DUN DUN DUN!!!!!!!!!!!!

The load bug corrupts the magic and POW that fireflowers spit, and puts them together, the white flame for the bug is simply the stars monsters on wonderland adventures so oversized that they are stuck together.



there is a glitch done in a similar to white/missile magic that instead makes the game forget to take away the magic, yet causing the counter to go up. (you could go up to 100000000000000000000000000000000000000000000)
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duncan
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Post by duncan » Fri Feb 06, 2009 8:57 pm

Qloof234 wrote:I can't tell you what's on the sign for a good reason, but it has nothing to do with the white magic or the red magic.

Plus not all bugs do nothing, like the invisible box glitch from RTWC.
Sorry to double post but, i was not asking, i already know.
i meant the magic would be something to do AFTER reading the sign and getting bored with it.ImageImage
MS please make those smiles an option when posting.
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Qloof234
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Post by Qloof234 » Fri Feb 06, 2009 9:57 pm

Midnight Synergy wrote:The official answer:

The FireFlowers spell was always the orange POW magic. Originally I had also designed FireFlowers that could fire homing missiles - but that never made it into the game. They happened to have colour zero (red). Hence the leftover red magic. (which also explains why they home in on the Stinker)

White magic was unintended (and not programmed). I guess it's like a fireball (POW magic), but that came simply out of the load/save bug (which was removed in later versions/games).
Oh, makes sense.


Homing FireFlowers? Is there a chance they might show up in WA 3?

@duncan; Oh, I see. Yeah, that'd make sense.
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Clifford
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Post by Clifford » Fri Feb 06, 2009 10:09 pm

dlcs18 wrote:I got a red snowflake death beam!
I think I mixed:
Black 16
Black 26
Red 0
Rainbow 8
How do you mix them?
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Post by Pawelec » Sat Feb 07, 2009 11:08 am

Wondertown - I used "Brrr" reflecting in my level called "The Lagoon". I'm making "The Tundra" level and I'm using "Brrr" reflecting there too. I'll relase both levels till 1 march.

After use "Blink" and "Pop" reflecting anything happens, because both powers need to land on floor tile, but reflected it fly and doesn't stop till it hit wall or something else, but then power ball breaks.
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DEEMAN223344
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Post by DEEMAN223344 » Thu Apr 16, 2009 1:19 am

Midnight Synergy wrote:The official answer:

The FireFlowers spell was always the orange POW magic. Originally I had also designed FireFlowers that could fire homing missiles - but that never made it into the game. They happened to have colour zero (red). Hence the leftover red magic. (which also explains why they home in on the Stinker)

White magic was unintended (and not programmed). I guess it's like a fireball (POW magic), but that came simply out of the load/save bug (which was removed in later versions/games).
when cbloopy found to make flowers shoot different magic, I saw positive 2 on Data1 happened to be white magic. I guess if you say you never programed it, it might be that it has the same origin of red magic, and you just forgot. Yup, most likely, I found fireflowers can shoot ANY magic that is in-game, therefore the load/save must have for some reason warped people to whatever 9999 or so digit number that white is, leaving that the load/save bug gives you infinite charges for magic, so when you fixed the warp you now have infinite magic bug that works as you exit areas and god knows how it ends!
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Post by DEEMAN223344 » Sat May 23, 2009 3:52 pm

DEEMAN223344 wrote:
Midnight Synergy wrote:The official answer:

The FireFlowers spell was always the orange POW magic. Originally I had also designed FireFlowers that could fire homing missiles - but that never made it into the game. They happened to have colour zero (red). Hence the leftover red magic. (which also explains why they home in on the Stinker)

White magic was unintended (and not programmed). I guess it's like a fireball (POW magic), but that came simply out of the load/save bug (which was removed in later versions/games).
when cbloopy found to make flowers shoot different magic, I saw positive 2 on Data1 happened to be white magic. I guess if you say you never programed it, it might be that it has the same origin of red magic, and you just forgot. Yup, most likely, I found fireflowers can shoot ANY magic that is in-game, therefore the load/save must have for some reason warped people to whatever 9999 or so digit number that white is, leaving that the load/save bug gives you infinite charges for magic, so when you fixed the warp you now have infinite magic bug that works as you exit areas and god knows how it ends!
White MUST have a charger, because it CAN be shot by fireflowers, and red magic is warped to from no-glove load-save bug! Why haven't I thought of this before, WE NEED TO TEST SUB-COLOR MAGIC!
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Post by Emerald141 » Sat May 23, 2009 6:14 pm

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Qloof234
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Post by Qloof234 » Sat May 23, 2009 6:28 pm

I'm not one for digging up old topics, but I have a new theory as to why this White Magic exists.

First off, in the editor, if we use Shift+Mouse click on the Magic Variable, the game sends it off by ten. Using these glitch magic spells in game do nothing, besides the Homing Missile and the "POW" magic (that we can't actually get to with Shift+Mouse click). They just collide with something and stop. Use an ice mirror on it - it hits your Stinker, but nothing happens (Except that they spell animation plays).

Now go try the same thing with a Fire Flower, using the .wop file Cbloopy made for us. Note that now, even these glitch magics do something - Specifically, they act like the POW magic used by Fire Flowers.

Now then, what does this have to do with the load/save bug?

Let's go out on a limb here...


By default, the Fire Flowers use Magic color 1 (POW), which acts like it should even off of a Charger. Now, seeing as all these glitch magics do nothing off of a charger, what do you think the game could be telling them to do? Perhaps act like Magic color 1?

When we look at it from this angle, then we can make one general assumption based off of this:

Whenever a magic spell has no coding as to an action whatsoever, the Fire Flower reverts it to use Magic Spell 1.


However, what about the White magic in this case?

Let's assume the same thing happens - Off of a charger, it doesn't do a thing, yet from a Fire Flower, it acts like POW. As Duncan found out, on Cbloopy's Fire Flower .wop files, a Variable of 2 (positive) is the white magic.

If we knew what that was under normal Editor rules (as magic), then we could test it out to see what it does.

Back to the theory; So let's suppose that this white magic does nothing on a charger pad. What if the game itself is telling the glitch magic spells to act like POW?

Since, considering that the opposite of 2 (positive) in the editor is probably a negative number that might be at the end of the line, when you load a save without magic from a save with magic, while loading, the game loads the magic incorrectly, causing it to loop back to the White Magic's value. Also, since it doesn't do anything off a pad, the game tells it to act like POW.

But then, what about the whole "negative charges" thing?

I think that it probably happens while the game is loading the white magic - it attempts to get the number of charges you have left, except loads it incorrectly, so that the number goes down instead of up.

-----------------

Now then, the only thing that we'd need to check out this theory is the White Magic's charger pad number.

I'll see if I can go find it... :wink:


EDIT: Figured it out - the charger number is -1. However, oddly enough, even off a charger it acts like a POW spellball. :shock:
Last edited by Qloof234 on Sat May 23, 2009 6:49 pm, edited 1 time in total.
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dlcs18
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Post by dlcs18 » Sat May 23, 2009 6:30 pm

Qloof234 wrote:I'm not one for digging up old topics,
You obviously are. :roll:


*shot by Qloof234*
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Post by Qloof234 » Sat May 23, 2009 6:37 pm

*hides gun*

...

*hides under table*

:lol: :lol: :lol:
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Post by DEEMAN223344 » Sat May 23, 2009 8:36 pm

Qloof234 wrote:I'm not one for digging up old topics, but I have a new theory as to why this White Magic exists.

First off, in the editor, if we use Shift+Mouse click on the Magic Variable, the game sends it off by ten. Using these glitch magic spells in game do nothing, besides the Homing Missile and the "POW" magic (that we can't actually get to with Shift+Mouse click). They just collide with something and stop. Use an ice mirror on it - it hits your Stinker, but nothing happens (Except that they spell animation plays).

Now go try the same thing with a Fire Flower, using the .wop file Cbloopy made for us. Note that now, even these glitch magics do something - Specifically, they act like the POW magic used by Fire Flowers.

Now then, what does this have to do with the load/save bug?

Let's go out on a limb here...


By default, the Fire Flowers use Magic color 1 (POW), which acts like it should even off of a Charger. Now, seeing as all these glitch magics do nothing off of a charger, what do you think the game could be telling them to do? Perhaps act like Magic color 1?

When we look at it from this angle, then we can make one general assumption based off of this:

Whenever a magic spell has no coding as to an action whatsoever, the Fire Flower reverts it to use Magic Spell 1.


However, what about the White magic in this case?

Let's assume the same thing happens - Off of a charger, it doesn't do a thing, yet from a Fire Flower, it acts like POW. As Duncan found out, on Cbloopy's Fire Flower .wop files, a Variable of 2 (positive) is the white magic.

If we knew what that was under normal Editor rules (as magic), then we could test it out to see what it does.

Back to the theory; So let's suppose that this white magic does nothing on a charger pad. What if the game itself is telling the glitch magic spells to act like POW?

Since, considering that the opposite of 2 (positive) in the editor is probably a negative number that might be at the end of the line, when you load a save without magic from a save with magic, while loading, the game loads the magic incorrectly, causing it to loop back to the White Magic's value. Also, since it doesn't do anything off a pad, the game tells it to act like POW.

But then, what about the whole "negative charges" thing?

I think that it probably happens while the game is loading the white magic - it attempts to get the number of charges you have left, except loads it incorrectly, so that the number goes down instead of up.

-----------------

Now then, the only thing that we'd need to check out this theory is the White Magic's charger pad number.

I'll see if I can go find it... :wink:


EDIT: Figured it out - the charger number is -1. However, oddly enough, even off a charger it acts like a POW spellball. :shock:
I Can't figure out how to fire it
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Qloof234
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Post by Qloof234 » Sat May 23, 2009 9:19 pm

Use a Blink charger to teleport onto it. It'll be active automatically :wink:
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