I have recently been thinking about how magic works in byond games, for most games i've seen, you just click the verb and what you expect happens.
but i was thinking of a more complicated system.
ie.
bilorau = fire
chaun = cicrle
[usr] says:bilorau chaun break
[usr] releases a powerful flame circle, at his full strength, killing almost everything in sight! He is very weakened though."
flamecircle(usr.str_remain,50)//his power(will be greatly reduced, and damage for his power and him to take.
basicly you have to say the words for the spell, which will also allow for binding spells(ie:fire chain, electric explosion, ice touch)
but if you could also draw magic into your own melee attacks...
usr draws fire circle magic into his bow!
usr shoots an arrow!
monster gets hit and bursts into flames!
several monsters around monster burst into flames as well.
or
usr draws dancing shock magic into his sword!
usr swings wildly at monster!
monster gets shocked madly!
monsters around him get shocked!(more monsters get shocked when using more power)
with magic mastery, you could do stronger magic, and have less to say
usr says bilocha!
[usr] releases a powerful flame circle!
monsters nearby burst into flame!
Yes I am aware of how hard this would be to make, but without spell binding it would be much easier.
ID:265507
![]() Nov 10 2005, 12:56 pm
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Ain't that hard.
mob/verb/Cast(a as text) Wow, its been a long time since I've used DM. I've just been mapmaking for some of my games for a while. Learning QBasic is messing me up a bit. |
Actually, no, it's a bit more difficult. He's speaking of parsing sentences, not just matching sentences directly.
I'll use Ultima-series runewords because I know them. ;-) For example, "Flam!" means to cast a fireball. "Vas flam!" means to shoot fireballs everywhere. The game parses the 'vas' and the 'flam' individually, and intelligently modifies the 'flam' runeword based on what the 'vas' keyword means -- which, in Ultima, is "great". Now let's say I wanted to mix things up a little... "An mani vas corp!" It would parse each runeword in turn and produce a spell based on each of the keywords. I'll leave it as an exercise to the reader to look up what that spell would do. ;-) |
Dispel/negate healing/life great death?
One thing to remember here is that the player can still do it with one push of a button. They just have to macro say "An mani vas corp!". |
DarkView wrote:
Dispel/negate healing/life great death? In other words, kill all adversaries in range with no hope of resurrection. |
DarkView wrote:
Dispel/negate healing/life great death? see bold: keep in mind that doing too many spells at once will kill you. it takes away some hp and power per spell unless you note it to take away more power aka lon poguy = -10 power usr says lon puguy! usr's magic starts to take less power, but it isnt as strong! marcoing it would be hard, because youd still have to wait because of risk of killing yourself,running out of power, and the spell delay(depending on how much power the spell takes, you will have to wait longer before another, so if you use your full strength, you'd have to wait a while to use another spell). there. easy ways to make marcoing not as efficient even though this makes my magic mastery idea bad, you could just allow their attacks to be stronger without taking as much power and hp. |
The point of macroing isn't just to repeatedly do something super-fast or to automate a process; it allows you to customize the interface to your convenience. While going 1 verb per spell isn't exactly the best interface in the world, players are going to rightfully want a fast and easy to use interface; when I'm being all wizardy-like in a game and my survival relies on being able to fire off spells with as little delay as possible, damn straight I'm going to want to be able to cast them at the tap of a key. If I wanted to play a game where survival depended on the speed of my typing skills I'd just play TPoEBaD instead.
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Rky_nick wrote:
keep in mind that doing too many spells at once will kill you. Yeah, but the point isn't to be able to do things faster (although it would add a level of efficiency). My point was that it would reduce the idea of actually saying your spells out loud back to the same level as just having a verb that casts a spell. You could make it so that spells require some sort of context. Ie, you have to say who your target will be. Although making it so you have to say complex strings of words is pretty annoying, especially when players have stupid names. Saying cast fireball on Greg isn't hard, but when try casting it on Super GMan 42. Even with 'RP only' names you get names like 'Cal'tuk Mon Durk'. |
I don't want it to be a hack and slash game, so I had an idea where I would have the player coordinate speech with wand movement macros... It sounds more difficult then it would be, but it's go something like this:
Lets say a player wanted to do the spell "Wingardium Leviosa"
They would need to do something like this,
target "robe"
chant "wingardium leviosa"
button 1 (This will change the movement keys into controls for the wand on the numpad, the corner and center directions being methods such as "flick", "swish", "tap", etc..."
corner for flick, corner for swish
But they would have to do it without interruption, and a charm spell such as that would then move them into a mode where they conduct the object with their wand.
It still needs tweaking, but I think it would prove the best way.