> Sorry to spam the list, I found what was wrong with the alias > code. I forgot to include conf.h and sysdep.h into the Makefile. Whoops - guess when you're 5 days behind on the list you tend to not follow through the threads.. oh well... > Next time > I'll wait before posting so hastily. Ditto.. ObCircle: After my previous posts about "types" of magic, and futher thinking, I decided that my magic system needed to be changed a bit more. I settled on the idea of a sort of customizable magic system, more like the spell books in the game "arena" (pre-made spells, but also make your own). Easy to do really. This thought was a bit shortlived - I've now decided upon a rune-based magic system. The idea has a few important parts: 1) runes are items which must be gathered (min level applies, can be bought/sold/given/dropped, only _x_ number on mud at a time...) 2) runes cast different spells by combining ("big" rune, and "lighting" rune, with "shield" rune = greater resist lightning) 3) Anyone can cast spells with these runes, but the magic-using classes have advantages + specific mage types have advantages with specific runes (fire mages...fire runes..). Now, the problem that I'm dealing with is that of balance, and usability. Obviously, people are going to have to realize that certain runes have to be combined with others to work properly. Not every combination will create a usable spell ("big" rune + "small" rune + "poison"...)... and of course, we'll still have to have some basic/fundamental spells... how would you think one would go about implementing this? PjD +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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