Re: [Code]Race Specific Spells

From: George (greerga@DRAGON.HAM.MUOHIO.EDU)
Date: 09/09/97


On Tue, 9 Sep 1997, Rasmus Roenlev wrote:

>Just a little note here. I deleted all the mana_min, mana_max and
>mana_change variables and made only one 'mana'! in the spell_info
>structure. This should actually be considered to be implemented in
>CircleMUD's base distribution.
>It was actually a coincidence that made me do it. But it was something
>that had nagged me for a long time. You level a character and not only
>does his mana increase if he's a spellcaster the raw cost for the spells
>(s)he casts also get lower. In effect this actually makes the character
>even more powerfull, since the amount of, let's say heal (s)he can cast
>gets larger than the increase in mana, since the mana_change also gets
>into effect.

  spello(SPELL_ARMOR, 30, 15, 3, POS_FIGHTING,
        TAR_CHAR_ROOM, FALSE, MAG_AFFECTS);

When you first learn armor, it costs 30 magic points to cast it.  Every
level you go past that, it takes 3 less mana to cast it until it only costs
15 magic points.

The motivation behind this is that when you first learn the spell, you are
horrible at casting it.  As time goes on, you get better at casting it and
thus the magic used to cast the spell goes down.

Typically this balances out well in that when you cast the old weaker
spells until the new one is more effective than the old after practice.

 --
George Greer  -  Me@Null.net   | Genius may have its limitations, but stupidity
http://www.van.ml.org/~greerga | is not thus handicapped. -- Elbert Hubbard


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