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<H1>[MUD-Dev] Re: let's call it a spellcraft</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
<LI><em>Subject</em>: [MUD-Dev] Re: let's call it a spellcraft</LI>
<LI><em>From</em>: Oliver Jowett &lt;<A HREF="mailto:oliver#jowett,manawatu.planet.co.nz">oliver#jowett,manawatu.planet.co.nz</A>&gt;</LI>
<LI><em>Date</em>: Sat, 26 Sep 1998 19:28:05 +1200 (NZST)</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>
On Fri, 25 Sep 1998, quzah [sotfhome] wrote:

&gt; Or, just keep a global amount of spell/magic energy. The soil/land
&gt; could add to this number every pulse/whatever, and when a spell is
&gt; cast, it is removed from this number -- this way, the land would be
&gt; able to be magiced out/depleted. Another thought, is to have it room
&gt; or zone based, and you could deplete the magical energy of the room
&gt; or zone. You could also give different regneration rates for the
&gt; mana/magic in the room or zone, based on terrain type, or whatever.
&gt; You could then have low or high magic areas, or areas without any
&gt; what so ever. Shrug.

I'm currently messing around with a magical-energy-density system which is
something like a finer grained version of this.

Every area has some density of magical energy. All magical effects come
from tapping movement of magical energy down a density gradient. The
energy itself is not consumed. To move magical energy against the gradient
requires external energy. Uncontrolled movement of magical energy happens
whereever there is a gradient anyway, dependant on the size of the
gradient and the type of materials it passes through, and produces
essentially random production of magical effects as this happens.

How I hope to actually use it: your typical "mage" is someone who is good
at:

. gathering magical energy into himself against a gradient [concentration]
. preventing the magical energy from seeping out again [insulation]
. extracting useful effects from controlled releases of magic [control]

There are a lot of interesting effects that spring from this sort of
system (I'm still working them out) - magical containment systems, mages
becoming temporarily more powerful when they move from a high-magic to a
low-magic region, the possibility to weaken the magic of the entire world
by isolating magic away from it somewhere, magic-saturated items (or
people!) spontaneously destroying themselves when taken into low-magic
areas (this acts as a nice balance to powerful magical items, actually :),
etc.

The big problem I'm having is in getting magic to actually flow and
dissipate across the world (from the points where I initially introduce it
into the visible game-world - I have magic reservoir external to the game
world that feeds these points) without bringing the machine to its knees.
The system seems to have a lot of parallels with fluids, and I'm sure
there are ways of handling this already worked out, but I can't find
references to them. 

Anyone have any suggestions or pointers? Ideally I want something that
handled magic flow at a high level for those regions that had relatively
stable flow, and only go down to detailed descriptions of the distribution
when you had localised changes (eg. mages casting spells). 

-O



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<li><strong><A NAME="01325" HREF="msg01325.html">[MUD-Dev] Re: let's call it a spellcraft</A></strong>
<ul compact><li><em>From:</em> J C Lawrence &lt;claw#kanga,nu&gt;</li></ul>
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<LI><STRONG><A NAME="01259" HREF="msg01259.html">[MUD-Dev] Re: let's call it a spellcraft</A></STRONG>
<UL><LI><EM>From:</EM> "quzah [sotfhome]" &lt;quzah#softhome,net&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>[MUD-Dev] Re: let's call it a spellcraft</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<LI><strong><A NAME="01227" HREF="msg01227.html">[MUD-Dev] Re: let's call it a spellcraft</A></strong>, 
Adam J. Thornton <a href="mailto:adam#phoenix,Princeton.EDU">adam#phoenix,Princeton.EDU</a>, Fri 25 Sep 1998, 18:53 GMT
</LI>
<LI><strong><A NAME="01229" HREF="msg01229.html">[MUD-Dev] Re: let's call it a spellcraft</A></strong>, 
Andy Cink <a href="mailto:ranthor#earthlink,net">ranthor#earthlink,net</a>, Fri 25 Sep 1998, 19:30 GMT
</LI>
</ul>
<LI><strong><A NAME="01258" HREF="msg01258.html">[MUD-Dev] Re: let's call it a spellcraft</A></strong>, 
quzah [sotfhome] <a href="mailto:quzah#softhome,net">quzah#softhome,net</a>, Sat 26 Sep 1998, 06:24 GMT
</LI>
<LI><strong><A NAME="01259" HREF="msg01259.html">[MUD-Dev] Re: let's call it a spellcraft</A></strong>, 
quzah [sotfhome] <a href="mailto:quzah#softhome,net">quzah#softhome,net</a>, Sat 26 Sep 1998, 06:27 GMT
<UL>
<LI><strong><A NAME="01260" HREF="msg01260.html">[MUD-Dev] Re: let's call it a spellcraft</A></strong>, 
Oliver Jowett <a href="mailto:oliver#jowett,manawatu.planet.co.nz">oliver#jowett,manawatu.planet.co.nz</a>, Sat 26 Sep 1998, 07:28 GMT
<UL>
<LI><strong><A NAME="01325" HREF="msg01325.html">[MUD-Dev] Re: let's call it a spellcraft</A></strong>, 
J C Lawrence <a href="mailto:claw#kanga,nu">claw#kanga,nu</a>, Mon 28 Sep 1998, 03:05 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
<LI><strong><A NAME="01332" HREF="msg01332.html">[MUD-Dev] Re: let's call it a spellcraft</A></strong>, 
S. Patrick Gallaty <a href="mailto:patrick#gric,com">patrick#gric,com</a>, Mon 28 Sep 1998, 17:19 GMT
</LI>
</ul>
</LI>
<LI><strong><A NAME="01136" HREF="msg01136.html">[MUD-Dev] Re: Medievia</A></strong>, 
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Wed 23 Sep 1998, 15:30 GMT
<UL>
<li>&lt;Possible follow-up(s)&gt;<br>
<LI><strong><A NAME="01149" HREF="msg01149.html">[MUD-Dev] Re: Medievia</A></strong>, 
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Wed 23 Sep 1998, 19:29 GMT
</LI>
</UL>
</LI>
</UL></BLOCKQUOTE>

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