On Sun, 3 May 1998, Ghost Shaidan wrote: > Categories of spells, Call the schools and spheres if you want, but an > extra bit in the spello to identify the type, healing, protective, > firedamage, acidamage, magicdamage, etc. This will allow eq and mobs to > offer/have resistances against certain affects. Forexample, that nifty > ice shield is probably going to melt very quickly when you get hit by a > fireball spell... > I have implemented a both Elemental Spheres to which all spells belong. The 'Fireball' for example, belongs wholly to the Sphere of Fire, and will require some knowledge in the Sphere of Fire. I also have solved the problem that occured for me with the 'teach' code. I thought it was a little lame (could only teach others spells/skills they already have got, with 0%). I implemented Skillgroups. Each skill and spell belongs to a Skillgroup. And each Skillgroup belongs to a class. Ofcourse, if several classes has the same spell/skill, that spell/skil will belong to several Skillgroups. To be able to learn a spell/skill from another Skillgroup than your own, you'll have to study books to get the amount of knowledge required to be thought that spell/skill. > > Looking at (georges?) patch to add another arguement to spell casting, to > allow casting in a certain direction, to allow things like room affect > spells. (I think ill need to do a bit more, just some room flags, or maybe > another entry in the room struct of what kind of effect) I used it to implement Magnitudes (i.e. Spell "pump-ups") where you can type a number (i.e. cast <number> '<spell>' <target>) and get a more powerful spell. This suited just fine in my Mutant Chronicles MUD. > > Ghost Shaidan > * Christoffer +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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