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Name : Magic
Author : Tak Tang tst92@ecs.soton.ac.uk
Date : 7/7/96
Note : This doc is incomplete, tread carefully!
Terminology
-----------
mage, magician : a character which has been initialised for magic
wizard, apprentice : (normal AmigaMud meanings), a character who
has access to the AmigaMUD programming language, via the
"wizard" command
grimoire : an item ( usually a book ) which players can learn
spells from
scroll : a one-shot magic spell as an item, useable by mages
potion : a one-shot magic spell as an item, useable by anyone
spell-effect : an AmigaMUD procedure, which may be used by several
similar spells
spell-model : an AmigaMUD "thing" which defines a spell. i.e.
the effect procedure, how powerful it is, who can cast it,
casting cost etc...
Introduction
------------
When I began writing this, I wasnt sure what type of magic system I
wanted, so I designed one that encompassed two common types :-
- systems that require mages to "memorize" spells, which are
forgotten when they are cast
- systems in which spells are known permanently, but use up
magical power (mana) from the user each time they are cast
You could also have spells that need to be memorized, and draw
mana, or spells which stay in memory, and draw no mana (i.e. for
Wizards and Divine begings).
The magic system also implements spell books (grimoires, for the
memorize system), scrolls (one shot spells, which can also be
copied/scribed into your grimoires), and magic potions (one shot
spells that can be used by non-mages).
You can also attach a 'learn checker' to determine whether or not
someone can learn a specific spell. This is currently used to
restrict some spells to SysAdmin, Wizards, and Apprentices.
The 'mcast' command can also cast the old style spells provided with
the standard scenario (i.e. actions in a table), so you could
replace the 'cast' verb with the 'mcast' one. Instructions in the
source code . . . Incidentally, the old style spells have been
updated to my new style, and made useable by wizards only. Now you
dont need to have a copy for EACH wizard - you can share the same
code.
To install
----------
1) Back up your current database!
2) Go into wizard mode, and source the file magic.m
<tst: write further instructions>
At first, the only mage is SysAdmin, who will have no spells
memorized. The spells are available in a number of grimoires tucked
away in SysAdmins study. You should get them and store them somewhere
safe (i.e. lock your study).
New commands
------------
mlearn <spell> from <grimoire>
-- copy a spell into memory from a book
mlist
-- see what spells you have memorized
mcast <spell> [ at | to | on ] <target> [ <other args> ]
-- cast a spell
scribe
-- copy a spell from a scroll into a grimoire
read <scroll>
-- (via ReadAction) see what spell is on a scroll
read <scroll> [ at | on | to ]
-- cast spell on a scroll at someone or something
read <grimoire>
-- see what spells are available in a grimoire
drink <potion>
-- (via DrinkAction) use a potion, affecting SELF
Spells
------
The spells are currently arranged into three grimoires.
"Powerful Magic Grimoire" (Divine magicks)
+* Find on <person>
+* Poof to <person>
+* Look at <person>
+* Heal on <person>
+* Mind Send to <person> <message>
+* Force on <person> <action to do>
+* Teleport on <person> <location>
* Where on [ all | clients | machines | <person> ]
* Clone Object on <object>
"Red Grimoire" (Mortal magicks)
Minor Heal on <person>
Major Heal on <person>
True Heal on <person>
Set Timer at <time>
Lesser Might on <person>
Lesser Might2 on <person>
Greater Might on <person>
Lesser Speed on <person>
Lesser Speed2 on <person>
Greater Speed on <person>
Lesser Endurance on <person>
Lesser Endurance2 on <person>
Greater Endurance on <person>
Light on <item>
Light2 on <item>
"Blue Grimoire" (Mana Currents)
Scroll on <spell>
Potion on <spell>
* MemLock on <spell>
* GrantMagery on <person>
Lesser Restore Mana on <person>
Greater Restore Mana on <person>
+ same as one supplied with the standard scenario
* for Wizards and apprentices only
Creating spells
---------------
Each spell is a thing, which contains details such as level, power, mana
cost, and spell effect. The spell effect is just an action. This allows
the scenario to have a range of spells with the same effect, but different
levels of power.
[more]
Grimoires
---------
A "grimoire" is a book from which a mage can memorize spells. The spells
in a grimoire's list are empty "things" which are the children of the spell
model. Furthermore, the grimoires are hierarchical. i.e. a grimoire will
contain its own spells, and any spells in its parent grimoire. Why???
This is so that each mage's grimoire begins with a default set of spells
in it (perhaps none?). They can then go on quests to discover new spells,
and transfer them into their own grimoires for later use. Or perhaps they
can be taught by a mages guild, or encouraged to swap and trade spells.
Potions
-------
A potion is a spell in drink form. The main advantage of them is that they
do not require mana, so can be used by non-mages. They are also handy if
you are short of mana. The main disadvantage is that they can only affect
the drinker, and hence not all magic spells have a potion form.
Common potions are : healing potions, restore mana potions
Scrolls
-------
A step up from potions, scrolls are spells written down on parchment. They
can only be used by mages, as they require the mage to expend mana when
they are read. Their main advantage over potions is that they can be
directed at someone or something. You can also cast a spell from a scroll
which you might not be high enough level to learn yourself. Spells are
usually transfered onto scroll so that mages can trade them with each
other.
To do
-----
Finish writing the docs!
Implement learn checkers, cast checkers, and scribe checkers on
rooms, people, spells and objects.
Add better descriptions of potions and scrolls.
Create other magic items (eg staff, wand etc...)
More spells
Rethink the spell levels and costs.
Create a magic shop somewhere.
Create a system for ENHANCING magic spells
Create a status proc for magic.
Create monsters that are immune/susceptable to various
attacks (e.g fire elemental not affected by fire magic, but
seriously hurt by water/cold magic).
Create a mages guild, and a few quests/adventures