(Kai Stat Page) Mystic Spellcasting - Yer joking, right?

Started by Aviendha, March 04, 2008, 11:02:56 AM

Previous topic - Next topic

0 Members and 1 Guest are viewing this topic.

March 04, 2008, 11:02:56 AM Last Edit: March 04, 2008, 04:06:20 PM by The Crazy Animal
Name: Mulan Hua                          Lives/CP:       9/0
Race: Nekojin      Exp: 335239            Perception:      52
Class: Mystic      Level: 10              Stealth:         84
Hits:     96/96      Armour Class:   12/0    Thievery:         0
Kai:      6/9     Spellcasting: 533        Traps:            0
                                        Picklocks:        0
Strength:   62      Agility: 73            Tracking:        76
Intellect: 50      Health:   64            Martial Arts:    66
Willpower: 56      Charm:    59            MagicRes:        54
You feel ferocious!
You feel berserk!
You feel lucky!
 
[HP=96/KAI=6]:
 
Huge Cave, Refuse Pit
 
You notice battle axe here.
 
Also here: Conan, Aviendha, Dyson, Shrek, Dragonstar.
 
Obvious exits: southeast
 
[HP=96/KAI=6]:i
You are carrying 26 gold crowns, 40 silver nobles, padded helm (Head), clawed
gloves (Hands), gold jeweled ring (Finger), gold ring (Finger), padded boots
(Feet), silk cape (Back), bone charm (Neck), silk trousers (Legs), gilded robes
 
(Torso), silk gloves
 
You have the following keys: steel key, black star key, stone key, bone key.
 
Wealth: 3000 copper farthings
 
Encumbrance: 428/2976 - None [14%]
 


 


Above shows stats as seen when Mulan does a status check. Mystics do not have a spellcasting stat on mmud realms!

Name: Mulan Hua                          Lives/CP:      9/-5
Race: Nekojin      Exp: 243424            Perception:       0
Class: Mystic      Level: 10              Stealth:          0
Hits: 84-120        Armour Class: 17/0    Thievery:         0
Mana: 26-26        Spellcasting: 533      Traps:            0
                                        Picklocks:        0
Strength:   62      Agility: 73            Tracking:         0
Intellect: 50      Health:   64            Martial Arts:     0
Willpower: 56      Charm:    59            MagicRes:         0


 Armour Class: 17/0.2
 
Encumberance: 428/2976 - None (14%)
 

 
He is equipped with:
 

padded helm                    (Head)
bone charm                     (Neck)
silk cape                      (Back)
gilded robes                   (Torso)
clawed gloves                  (Hands)
gold jeweled ring              (Finger)
gold ring                      (Finger)
silk trousers                  (Legs)
padded boots                   (Feet)

 
Stats: Crits +13, Dodge +26, SpellCast +8, Accuracy +7, Max Damage +1, Illuminatn +150, Fire Resist +10, Cold Resist -10
[/size]

Its actually the correct number but shouldn't show the spellcasting.

Quote from: The Crazy Animal on March 04, 2008, 04:05:53 PM
Its actually the correct number but shouldn't show the spellcasting.

Correct number? What does that 533 apply to? And why does it change from one minute to the next? None of my other mystics have a number there or spellcasting there.

It applies to always passing spellcasting checks on mystic spells. In mmud you just wouldn't see the number. As for changing one minute to the next it shouldn't change unless a change happens to your character... equipping or unequipping gear for instance. (The way WCC coded KAI in was with a static and very high number for spellcasting as long as that number is over 500 mystic powers work correctly.) Leaving the spellcasting number in is just our way of making sure we can see that it is still working right. Its purely there for beta purposes and will go away at some point in the future..

Futher explanation if you care to read more:

In greatermud when we coded the magic we only coded the basics in as far as setting up new magic types. This means at the moment it just doesn't have the extra code to make those fields not show on the stat page, and renaming the mana field isn't possible. When we finish with it the system should let a content designer create new custom magic types without the need to hard code anything. (Which was on of mmuds big limitations). For example change the mana field to say KAI or PSY or blood or combat or just about anything else... Set the regen rate for the points, point gain per level, and what stats to use in calculating spellcasting.

This at some point will allow us to make new unique classes that mmud probably never would have had the time to actually code and also allow others to edit new classes into their games the way they want to have them. Building a mmud clone is really only the first part of this project the second part is about taking the game engine to where it should have been by this time in its history... So were also looking to fix and improve on many of the aspects of gameplay and game creation..

Thank you for explaining this! The information is much appreciated.