SMAUG SPELL MANUAL V1.0 - by Rennard (first draft) -------------------------------------------------- Make sure you read help smaugspells and referenced help pages online as well. FIELDS ------ Sn: the spell number. When using sset to edit a spell, you refer to the spell by its number. Spell numbers are sorted every reboot, so they may change. Slot: the spell's slot number. This is the number used when placing a spell on an object, etc. To use this, find an empty spell slot and set it to that. Spell: the spell's name. Damtype: the type of damage (useful for having your spell affected by resist/suscept/immune. Acttype: the action of your spell (see examples further on). Classtype: What the action of your spell affect... Powertype: the degree of power for your spell. Flags: the various flags a spell can have (see help spellflags online). Saves: if you want your spell to give a saving throw, here's where you put the saving throw in. Type: spell or skill. Target: offensive, defensive, obj_inv, self and ignore are the target types. Offensive will incur a counterattack, defensive wont, self is for caster-only spells, ignore generally has no target, and obj_inv is for an item in caster's inventory (use ignore for an item not in inventory). Minpos: minimum position (standing, sitting, etc) to cast the spell. Mana: mana required to cast spell. Beats: the 'lag' incurred by the caster upon casting the spell (12 is the general value for 1 round). Guild: for a spell specific to a guild. If it's for no guild, set this field to -1. Code: any smaugspell will use the code 'spell_smaug'. Dammsg: for offensive spells, the message you will see in the damage line. I.e. Joe's necromantic touch grazes you. Wearoff: The message for an affect spell wearing off. Dice: for an offensive damage spell (act create class death, or act destroy class life), this calculates the amount of damage. Affects: affects affect the target set in the spell. If you want an offensive spell to do a backlash against the caster, put a '!' in front of the affect type. I.e. sset 92 affect !hit -20. Value: field for the vnum afect by your spell. I.e. putting the vnum of a ball of light for continual light spell. Hit, die, miss and imm messages: These messages are sent to players (in blue ansi) when the spell is cast. You must specify a target for each, vict, char or room. Example: hitchar: You have cast the spell. Class/level/proficiency fields: These determine what classes, and at what level, can use the spell. The proficiency field determines what degree the class can master it to. Components: objects required to cast spell. See description later. Participants: number of casters required. EXAMPLES OF POSSIBLE SPELLS --------------------------- Spells of target type 'ignore' If the spell has flag 'area', action and class 'create + death' or 'destroy + life', and has a damage type other than none, it will act as an area attack spell (a la earthquake). It will use the dice field to determine the damage done to each target in the room and the saves field to check saving throw. If the spell has the flag 'object' and action 'create', it will create an object. The vnum comes from the value field. The dice field is used to place a timer on the object. Leave it blank if you dont want the object to expire. The powertype field determines the level of the object: minor = 0, none = 10, greater = level / 2, major = level of caster. Spells of target type 'defensive' Defensive spells are considered to be something good/beneficial, so no matter what the affect you set, the spell will not initiate combat, though if the saves field is set, they'll get a saving throw. A defensive spell will put an affect on the victim. Spells of target type 'self' Self spells can only be cast onto oneself. This is usually for spells that are more like a skill that has to be learned and practiced through self-discipline than ones that can be cast onto anyone. Like defensive spells, a self spell will put an affect on the caster. Spells of type 'obj_inv' If the spell has the action create and the class type: -water: it will attempt to fill the object cast upon with water. (obj must be a drink container). The 'dice' field will be used to determine how much water will be put into the container. -death and damtype poison: the spell will poison the object if it is a drink container or a food. -life: the spell will cure an object of poison if its a food or drink con. -none: the object will be cloned. The powerlevel determines what level of object the caster can clone. If the spell is of action 'obscure', then the dice field will be used to determine the chance of making the object invisible. DICE FORMULA EXPRESSIONS ------------------------ To make the special SMAUG spells possible, special dice formula handling had to be coded in (at least to make it nice). This dice formula coded supports full BEDMAS expressions ( ) ^ / * + -, plus extra mud related operators and variables: D dice L Level H hit points M mana V movement S strength I intelligence W wisdom X dexterity C constitution A charisma U luck Y age SPELL COMPONENTS ---------------- T#### check for item of type #### V##### check for object vnum ##### Kword check for item with keyword 'word' G##### check if player has X amount of gold H#### check if player has X amount of hit points Special operators: + don't consume object @ decrease component's value[0], extract if reaches 0 # decrease component's value[1], extract if reaches 0 $ decrease component's value[2], extract if reaches 0 % decrease component's value[3], extract if reaches 0 ^ decrease component's value[4], extract if reaches 0 & decrease component's value[5], extract if reaches 0 ! make the spell fail if the caster is carrying this component Example: Components: V1000 V+1001 The spell requires objects of vnum 1000 and 1001. Object 1000 is consumed, object 1001 is not. That about covers smaug spells. For examples, take a peek at some of the spells online with slookup. -Rennard