Originally posted by Tsunami
That'd be neat if that were it.. make a spell with a SpellComponent +10 flag and then you have to have item #10 to cast the spell?
Something like that. Only problem is there should be one flag for consumable components and nonconsumable components. i.e. one for crappy items that poof when you cast the spell and are easy to replace, and one for expensive, rare, or quested items that don't poof when the spell is cast.
What I find most lacking about MajorMUD in comparison to its competition is the pet/charm system. Most games have not one, but multiple classes that rely almost solely on their pets/charmed monsters. In MUD, charm is a novelty spell for killing guardsmen and woodelves without taking EP. It has almost no other use or value. I really wish they'd change that. Also the monster to monster combat system is extremely basic and quite frankly, a buggy piece of shit. One of the little tricks I found and was going to use is that Metro changed the skull wand so it could be used on monsters... Well monster to monster combat just takes the first attack, and does it as physical attack once per round. Regardless of how much energy it SHOULD take, if there's other attacks, or if it's a spell. So that silvery skull actually hits other monsters for 100 damage a round. The flaw turned out to be that it was level 0 and wouldn't work on any monster worth a damn because of spellimmu. Rats, foiled again.
Nice program [Archive] - ForumsHQ
Re: Nice program [Archive] - ForumsHQ
Yea, like Platinum said, this thread is full of useful information. You guys should put it at the top and make it easily accessible for later reference. ;)
Re: Nice program [Archive] - ForumsHQ
Originally posted by Durin
Yea, like Platinum said, this thread is full of useful information. You guys should put it at the top and make it easily accessible for later reference. ;)
i already did.
Yea, like Platinum said, this thread is full of useful information. You guys should put it at the top and make it easily accessible for later reference. ;)
i already did.
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Locke Cole
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- Joined: Fri Jun 21, 2002 5:00 am
Re: Nice program [Archive] - ForumsHQ
Originally posted by Tsunami
That'd be neat if that were it.. make a spell with a SpellComponent +10 flag and then you have to have item #10 to cast the spell?
Nod, and unlike the GiveTempSpell ability (160), you could put multiple SpellComponent abilities on a spell requiring multiple items. Of course when I tried it out many versions ago, GiveTempSpell didn't even work (or at least, not the way I was trying to use it), so who knows. =)
That'd be neat if that were it.. make a spell with a SpellComponent +10 flag and then you have to have item #10 to cast the spell?
Nod, and unlike the GiveTempSpell ability (160), you could put multiple SpellComponent abilities on a spell requiring multiple items. Of course when I tried it out many versions ago, GiveTempSpell didn't even work (or at least, not the way I was trying to use it), so who knows. =)
Re: Nice program [Archive] - ForumsHQ
Well I can't try any of it, but I'm happy to advise anyone who can :) Metro has been looking for a way to limit spells like that SpellComponent thing could do, so if anyone figures out how to do it I'm sure they'd copy it :)
Re: Nice program [Archive] - ForumsHQ
Originally posted by Tsunami
Well I can't try any of it, but I'm happy to advise anyone who can :) Metro has been looking for a way to limit spells like that SpellComponent thing could do, so if anyone figures out how to do it I'm sure they'd copy it :)
Depending on the type of spell, it'd be pretty easy. If it's a party, room, or self only spell you can just do it with a text block. Have the player learn a spell that summons a text block that checks for the item, says fuck you if you don't have it, takes it if required, and casts the real spell that has a 0 mana cost. I don't know what would happen with a targetted spell, though. It might pick a random target, it might crash the system... But with non-targetted spells I can't see how a text block could go wrong.
Well I can't try any of it, but I'm happy to advise anyone who can :) Metro has been looking for a way to limit spells like that SpellComponent thing could do, so if anyone figures out how to do it I'm sure they'd copy it :)
Depending on the type of spell, it'd be pretty easy. If it's a party, room, or self only spell you can just do it with a text block. Have the player learn a spell that summons a text block that checks for the item, says fuck you if you don't have it, takes it if required, and casts the real spell that has a 0 mana cost. I don't know what would happen with a targetted spell, though. It might pick a random target, it might crash the system... But with non-targetted spells I can't see how a text block could go wrong.
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elpresidente
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- Joined: Thu Jul 04, 2002 5:00 am
Re: Nice program [Archive] - ForumsHQ
do u think metro gets any ideas from us, like actually stealing em?
cos they must know about us, and if we get a good idea whats to stop em from taking it, most likly the reason why they dont try to shut this down is cos they're getting ideas off of it
cos they must know about us, and if we get a good idea whats to stop em from taking it, most likly the reason why they dont try to shut this down is cos they're getting ideas off of it
Re: Nice program [Archive] - ForumsHQ
Originally posted by elpresidente
do u think metro gets any ideas from us, like actually stealing em?
cos they must know about us, and if we get a good idea whats to stop em from taking it, most likly the reason why they dont try to shut this down is cos they're getting ideas off of it
All is I know is I proposed an idea EXTREMELY similar to mod 9's druid elemental spells a while before mod 9 went into beta testing. I won't say they definitely stole the idea, but if they didn't it's a hell of a coincidence.
do u think metro gets any ideas from us, like actually stealing em?
cos they must know about us, and if we get a good idea whats to stop em from taking it, most likly the reason why they dont try to shut this down is cos they're getting ideas off of it
All is I know is I proposed an idea EXTREMELY similar to mod 9's druid elemental spells a while before mod 9 went into beta testing. I won't say they definitely stole the idea, but if they didn't it's a hell of a coincidence.
Re: Nice program [Archive] - ForumsHQ
Oh theres no doubt in my mind - absolutely no doubt - that they steal our ideas. They know about certain BBS's up right now, and they don't do shit to them..I can't even begin to say how many items in legit mud I saw first on Sinister Urge..
Shrug though..I guess it keeps us going..
Shrug though..I guess it keeps us going..
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elpresidente
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- Joined: Thu Jul 04, 2002 5:00 am
Re: Nice program [Archive] - ForumsHQ
still i guess less u baught mud in the first place u could'nt sorta "copyright" it, cos theyd just slam u with piracy etc. But it still sorta sucks