<!-- MHonArc v2.4.4 --> <!--X-Subject: Re: [MUD-Dev] Modeling spells/skills as collections of affects --> <!--X-From-R13: Eunja Vnycraal <znynpunvNvanzr.pbz> --> <!--X-Date: Thu, 04 Sep 1997 14:35:59 +0000 --> <!--X-Message-Id: 340EC745.41C67EA6#iname,com --> <!--X-Content-Type: text/plain --> <!--X-Reference: 199709032343.TAA11616#polaris,net --> <!--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:malachai#iname,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="msg01078.html">Previous</a> | <a href="msg01080.html">Next</a> ] Thread: [ <a href="msg01062.html">Previous</a> | <a href="msg01173.html">Next</a> ] Index: [ <A HREF="author.html#01079">Author</A> | <A HREF="#01079">Date</A> | <A HREF="thread.html#01079">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>: Shawn Halpenny <<A HREF="mailto:malachai#iname,com">malachai#iname,com</A>></LI> <LI><em>Date</em>: Thu, 04 Sep 1997 10:35:49 -0400</LI> <LI><em>Sender</em>: <A HREF="mailto:rsh#iname,com">rsh#iname,com</A></LI> </UL> <!--X-Head-of-Message-End--> <!--X-Head-Body-Sep-Begin--> <HR> <!--X-Head-Body-Sep-End--> <!--X-Body-of-Message--> <PRE> Travis Casey wrote: [ DB queries as spell functionality ] > I've had an idea for a magic system for a long time; it goes like > this: > > - Create a set of "magical commands" that mages can use. These > are simple instructions like "create", "move", "change", etc. > Some of these may have multiple uses -- for example, "change" > could have many subcommands along the lines of "change shape", > "change volume", etc. > > - Create a scripting language that mages can use to script the > magical commands, including conditionals, loops, interrupts > (WHEN or ON statements), etc. > > Mages can then improvise magical effects using the commands, if > they don't know a spell that applies, and they can write spells > using the scripting language. This is a bit like what I'm envisioning for a magic system. There is a predefined set of actions that are referenced by true game commands. A character must explicitly begin a spell and then any game commands he types after that point cause the appropriate referenced action to be added to the character's current-spell list. When the player releases the spell (an explicit action), his list of commands is compared to the list of commands required to do a particular spell. The degree to which they match is passed as a parameter to the spell to be used as the spell desires (i.e. decide to backfire, do some strange effect, succeed completely, etc.). To further complicate matters, every character has his own (potentially) unique set of command sequences for every spell. Coming across certain objects under certain circumstances will result in the character learning the actions for a new spell (every character to come across this object will cause the object to randomize the set of actions required for the spell*). As well, you can learn a new spell by observing someone else perform the complete set of actions for it. This allows for a unique occurrence when, if two people learned a spell reading it in a book, they each have a different set of actions to perform to achieve the same magical effect. However, if one learns it by watching the other, they will both perform the same set of actions to the same effect. Those are the fundamentals, anyhow. Although there is no scripting language of sorts involved in creating spells, this could be extended easily enough to allow people to create their own spells. * If you were the first to come across that object, learn the spell, and then destroy the object, the only way anyone else could learn that spell was to catch you invoking it. [ example elided ] > This could work in a couple of different ways... either the entire > spell could be given a chance of success (based on the mage's > skills), or, in what could be a more fun variation, each statement > in the spell could be checked for success individually until either > the spell finishes or a statement fails, which would end the spell. > This allows for various types of "misfires" -- the fireball might > be created, but not get moved, or it could be moved, but might not > explode, etc. Such is my thinking. I leave it up to the code for the spell to decide how much it costs, what the effects are, what conditions had to be met, etc. -- Shawn Halpenny "You can't buy the necessities of life with cookies" - "Edward Scissorhands" </PRE> <!--X-Body-of-Message-End--> <!--X-MsgBody-End--> <!--X-Follow-Ups--> <HR> <!--X-Follow-Ups-End--> <!--X-References--> <UL><LI><STRONG>References</STRONG>: <UL> <LI><STRONG><A NAME="01062" HREF="msg01062.html">Re: [MUD-Dev] Modeling spells/skills as collections of affects</A></STRONG> <UL><LI><EM>From:</EM> "Travis Casey" <efindel#io,com></LI></UL></LI> </UL></LI></UL> <!--X-References-End--> <!--X-BotPNI--> <UL> <LI>Prev by Date: <STRONG><A HREF="msg01078.html">Modeling spells/skills as collections of affects</A></STRONG> </LI> <LI>Next by Date: <STRONG><A HREF="msg01080.html">Re: [MUD-Dev] Character evolution</A></STRONG> </LI> <LI>Prev by thread: <STRONG><A HREF="msg01062.html">Re: [MUD-Dev] Modeling spells/skills as collections of affects</A></STRONG> </LI> <LI>Next by thread: <STRONG><A HREF="msg01173.html">Re: [MUD-Dev] Modeling spells/skills as collections of affects</A></STRONG> </LI> <LI>Index(es): <UL> <LI><A HREF="index.html#01079"><STRONG>Date</STRONG></A></LI> <LI><A HREF="thread.html#01079"><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] Modeling spells/skills as collections of affects</STRONG>, <EM>(continued)</EM> <ul compact> <ul compact> <ul compact> <LI><strong><A NAME="01044" HREF="msg01044.html">Re: [MUD-Dev] Modeling spells/skills as collections of affects</A></strong>, Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Wed 03 Sep 1997, 10:44 GMT </LI> </ul> <LI><strong><A NAME="01025" HREF="msg01025.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>, Tue 02 Sep 1997, 20:23 GMT </LI> </ul> <LI><strong><A NAME="01043" HREF="msg01043.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>, Wed 03 Sep 1997, 04:22 GMT </LI> <LI><strong><A NAME="01062" HREF="msg01062.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>, Wed 03 Sep 1997, 23:51 GMT <UL> <LI><strong><A NAME="01079" HREF="msg01079.html">Re: [MUD-Dev] Modeling spells/skills as collections of affects</A></strong>, Shawn Halpenny <a href="mailto:malachai#iname,com">malachai#iname,com</a>, Thu 04 Sep 1997, 14:35 GMT </LI> </UL> </LI> <LI><strong><A NAME="01173" HREF="msg01173.html">Re: [MUD-Dev] Modeling spells/skills as collections of affects</A></strong>, Maddy <a href="mailto:maddy#fysh,org">maddy#fysh,org</a>, Wed 10 Sep 1997, 14:15 GMT <UL> <LI><strong><A NAME="01174" HREF="msg01174.html">Re: [MUD-Dev] Modeling spells/skills as collections of affects</A></strong>, Shawn Halpenny <a href="mailto:malachai#iname,com">malachai#iname,com</a>, Wed 10 Sep 1997, 15:31 GMT <UL> <LI><strong><A NAME="01176" HREF="msg01176.html">Re: [MUD-Dev] Modeling spells/skills as collections of affects</A></strong>, Adam Wiggins <a href="mailto:nightfall#user2,inficad.com">nightfall#user2,inficad.com</a>, Thu 11 Sep 1997, 04:35 GMT </LI> <LI><strong><A NAME="01216" HREF="msg01216.html">Re: [MUD-Dev] Modeling spells/skills as collections of affects</A></strong>, Travis S. Casey <a href="mailto:efindel#io,com">efindel#io,com</a>, Mon 15 Sep 1997, 15:40 GMT </LI> </UL> </LI> </UL> </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>