<!-- MHonArc v2.4.4 --> <!--X-Subject: Re: [MUD-Dev] Modeling spells/skills as collections of affects --> <!--X-From-R13: "Fenivf Qnfrl" <rsvaqryNvb.pbz> --> <!--X-Date: Mon, 01 Sep 1997 04:13:41 +0000 --> <!--X-Message-Id: 199709010406.AAA10758#polaris,net --> <!--X-Content-Type: text/plain --> <!--X-Head-End--> <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> <html> <head> <title>MUD-Dev message, Re: [MUD-Dev] Modeling spells/skills as collections of affect</title> <!-- meta name="robots" content="noindex,nofollow" --> <link rev="made" href="mailto:efindel#io,com"> </head> <body background="/backgrounds/paperback.gif" bgcolor="#ffffff" text="#000000" link="#0000FF" alink="#FF0000" vlink="#006000"> <font size="+4" color="#804040"> <strong><em>MUD-Dev<br>mailing list archive</em></strong> </font> <br> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] <br clear=all><hr> <!--X-Body-Begin--> <!--X-User-Header--> <!--X-User-Header-End--> <!--X-TopPNI--> Date: [ <a href="msg00933.html">Previous</a> | <a href="msg00935.html">Next</a> ] Thread: [ <a href="msg00953.html">Previous</a> | <a href="msg00936.html">Next</a> ] Index: [ <A HREF="author.html#00934">Author</A> | <A HREF="#00934">Date</A> | <A HREF="thread.html#00934">Thread</A> ] <!--X-TopPNI-End--> <!--X-MsgBody--> <!--X-Subject-Header-Begin--> <H1>Re: [MUD-Dev] Modeling spells/skills as collections of affects</H1> <HR> <!--X-Subject-Header-End--> <!--X-Head-of-Message--> <UL> <LI><em>To</em>: <<A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A>></LI> <LI><em>Subject</em>: Re: [MUD-Dev] Modeling spells/skills as collections of affects</LI> <LI><em>From</em>: "Travis Casey" <<A HREF="mailto:efindel#io,com">efindel#io,com</A>></LI> <LI><em>Date</em>: Sat, 30 Aug 1997 00:15:58 -0400</LI> </UL> <!--X-Head-of-Message-End--> <!--X-Head-Body-Sep-Begin--> <HR> <!--X-Head-Body-Sep-End--> <!--X-Body-of-Message--> <PRE> Brian Price <blprice#bedford,net> wrote: > > In the codebases I've seen thus far, spells and skills are largely > hardcoded. I would like to implement a system where they were instead > parameterized and stored in the mud's database. One approach to this > would be to describe spells and skills as a collection of > event-dependant affects. To implement this, the definition of affects > would need to be expanded a bit, for example, a mud object's location > would be an affectable state. Also, there would need to be a system > of events which would trigger the various affects. > > Has such a system been implemented elsewhere? If not, any thoughts on > how such a system could/should be implemented? I haven't seen in implemented on a mud anywhere, although it is one of my planned projects, if I ever get around to doing my fantasy mud idea. However, there have been several pencil-and-paper RPGs which have done it, with varying degrees of success: Hero system, which Jeff Kesselman already mentioned. The Hero system uses a number of pre-defined powers which can be bought in varying levels. There are also a variety of advantages and limitations which can be applied to the powers. Characters spend points to buy powers. The system is also applicable to creating super powers, magic items, or any other kind of special power. Since it's meant ot be usable in any sort of game world, it provides no "flavor" on its own; it's up to the GM to provide that. Torg has a magic system in which spells can be designed by choosing how they work, how long they take to cast, how long their effects last, etc. There is no pre-defined list of effects; rather, the spell designer chooses an effect, and the system gives guidelines for determining the difficulty of a spell which would produce that effect. The end result of the system is a difficulty factor, which is used in a skill check to determine whether the mage can successfully cast the spell. Fantasy Wargaming has a system which allows for creation of spells with difficulty factors, in concept much like Torg's, but very different in detail. Again, the end result is a difficulty factor. Both of these systems have a *lot* of flavor built in -- the way that magic works in those particular worlds is built-in to the spell creation process, so any spell generated with these systems will "fit" in those worlds. The Grimoire, a supplement for Shadowrun, also has a spell creation system. In this case, the end result is a drain factor indicating how much casting the spell drains the mage. It has more flavor than Hero's system, but less than Shadowrun or Torg. All these systems are alike in that they're mainly concerned with the *effects* of the spell, and not the *process* of the spell. The Mage2Mage system, available on the Internet, treats spells as being like computer programs -- a mage "writes" a spell, giving it a series of things to do. Conditional statements, loops, interrupts, and other such things are possible. IMHO, this could make an incredibly good magic system for a mud. I should note, though, that Mage2Mage doesn't seem to have ever been completed -- the only versions I've found on the 'net are 0.86 and 0.88. You can get it through an email server at: <A HREF="http://www.hookup.net/~gschmidt/sams/list.rpg.html">http://www.hookup.net/~gschmidt/sams/list.rpg.html</A> -- |\ _,,,---,,_ Travis S. Casey <efindel#io,com> ZZzz /,`.-'`' -. ;-;;,_ No one agrees with me. Not even me. |,4- ) )-,_..;\ ( `'-' rec.games.design FAQ: '---''(_/--' `-'\_) <A HREF="http://www.io.com/~efindel/design.html">http://www.io.com/~efindel/design.html</A> </PRE> <!--X-Body-of-Message-End--> <!--X-MsgBody-End--> <!--X-Follow-Ups--> <HR> <!--X-Follow-Ups-End--> <!--X-References--> <!--X-References-End--> <!--X-BotPNI--> <UL> <LI>Prev by Date: <STRONG><A HREF="msg00933.html">Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</A></STRONG> </LI> <LI>Next by Date: <STRONG><A HREF="msg00935.html">Re: [MUD-Dev] Hard Sci-fi Muds was Character Evolution</A></STRONG> </LI> <LI>Prev by thread: <STRONG><A HREF="msg00953.html">META: Archive report</A></STRONG> </LI> <LI>Next by thread: <STRONG><A HREF="msg00936.html">Re: [MUD-Dev] Modeling spells/skills as collections of affects</A></STRONG> </LI> <LI>Index(es): <UL> <LI><A HREF="index.html#00934"><STRONG>Date</STRONG></A></LI> <LI><A HREF="thread.html#00934"><STRONG>Thread</STRONG></A></LI> </UL> </LI> </UL> <!--X-BotPNI-End--> <!--X-User-Footer--> <!--X-User-Footer-End--> <ul><li>Thread context: <BLOCKQUOTE><UL> <LI><STRONG>Re: [MUD-Dev] Re:)</STRONG>, <EM>(continued)</EM> <ul compact> <LI><strong><A NAME="00986" HREF="msg00986.html">Re: [MUD-Dev] Re:)</A></strong>, Travis Casey <a href="mailto:efindel#io,com">efindel#io,com</a>, Tue 02 Sep 1997, 02:02 GMT <UL> <LI><strong><A NAME="00988" HREF="msg00988.html">Re: [MUD-Dev] Re:)</A></strong>, Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Tue 02 Sep 1997, 02:26 GMT </LI> <LI><strong><A NAME="00989" HREF="msg00989.html">Re: [MUD-Dev] Re:)</A></strong>, Dan Shiovitz <a href="mailto:scythe#u,washington.edu">scythe#u,washington.edu</a>, Tue 02 Sep 1997, 02:38 GMT </LI> </UL> </LI> </ul> </LI> <LI><strong><A NAME="00953" HREF="msg00953.html">META: Archive report</A></strong>, coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Mon 01 Sep 1997, 17:49 GMT <LI><strong><A NAME="00934" HREF="msg00934.html">Re: [MUD-Dev] Modeling spells/skills as collections of affects</A></strong>, Travis Casey <a href="mailto:efindel#io,com">efindel#io,com</a>, Mon 01 Sep 1997, 04:13 GMT <UL> <li><Possible follow-up(s)><br> <LI><strong><A NAME="00936" HREF="msg00936.html">Re: [MUD-Dev] Modeling spells/skills as collections of affects</A></strong>, Brian Price <a href="mailto:blprice#bedford,net">blprice#bedford,net</a>, Mon 01 Sep 1997, 04:59 GMT <UL> <LI><strong><A NAME="00937" HREF="msg00937.html">Re: [MUD-Dev] Modeling spells/skills as collections of affects</A></strong>, Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Mon 01 Sep 1997, 05:33 GMT </LI> <LI><strong><A NAME="01053" HREF="msg01053.html">Re: [MUD-Dev] Modeling spells/skills as collections of affects</A></strong>, clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Wed 03 Sep 1997, 18:44 GMT </LI> </UL> </LI> <LI><strong><A NAME="00966" HREF="msg00966.html">Re: [MUD-Dev] Modeling spells/skills as collections of affects</A></strong>, Travis Casey <a href="mailto:efindel#io,com">efindel#io,com</a>, Mon 01 Sep 1997, 20:30 GMT </LI> </UL> </LI> </UL></BLOCKQUOTE> </ul> <hr> <center> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] </center> <hr> </body> </html>