Re: Nice program [Archive] - ForumsHQ
Posted: Wed Jan 01, 2003 12:46 pm
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.
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.