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/cvs/deliantra/server/doc/development/spell_pathes
Revision: 1.1
Committed: Mon Dec 11 12:48:13 2006 UTC (17 years, 6 months ago) by elmex
Branch: MAIN
CVS Tags: rel-2_82, rel-2_81, rel-2_80, rel-3_1, rel-3_0, rel-2_6, rel-2_7, rel-2_4, rel-2_5, rel-2_2, rel-2_3, rel-2_0, rel-2_1, rel-2_72, rel-2_73, rel-2_71, rel-2_76, rel-2_77, rel-2_74, rel-2_75, rel-2_54, rel-2_55, rel-2_56, rel-2_79, rel-2_52, rel-2_53, rel-2_32, rel-2_90, rel-2_92, rel-2_93, rel-2_78, rel-2_61, rel-2_43, rel-2_42, rel-2_41, HEAD
Log Message:
i read some code and wrote down the meaning of hopefully all interesting
archetype field of weapons. also documented spell pathes a bit and revived
the historic documentation on them.

File Contents

# User Rev Content
1 elmex 1.1 this is some information about the meanig of the
2     path_attuned, path_repelled, path_denied fields.
3    
4     up to date information from the historic documentation (updated a bit):
5     ================================================================================
6     3. SPELL PATHS DOCUMENTATION
7    
8     Long ago a number of archmages discovered patterns in the web that spells
9     weave in the aether. They found that some spells had structural similarities
10     to others and some of the mages took to studying particular groups of spells.
11     These mages found that by molding their thought patterns to match the patterns
12     of the spells they could better utilise all the spells of the group. Because
13     of their disciplined approach, the mages were described as following spell
14     Paths. As they attuned themselves to particular spell Paths they found that
15     they would become repelled from others, and in some cases found they were
16     denied any access to some paths. The legacy of these mages remains in some
17     of the magical items to be found around the world.
18    
19     Technical details:
20     In the same way that players and objects can be protected, immune, and
21     vulnerable to the different types of attacks, they can now be attuned,
22     repelled, or denied access to the different spell Paths. An object that
23     is attuned to a Path cast spells from that Path at 80% of the spell point
24     cost and receives duration/damage bonuses as if the caster were five levels
25     higher. An object that is repelled from a Path casts spells from that Path
26     at 125% of the spell point cost and receives duration/damage bonuses as if·
27     the caster were five levels lower (minimum of first level). An object that
28     is denied access to a Path cannot cast any spells from it. The casting·
29     time is also modified by 80% and 125% respectively. These values are
30     defined in PATH_SP_MULT (from spells.h), PATH_TIME_MULT (from spells.h), and
31     path_level_mod (from spells.c, now called min_casting_level)
32     ·
33     The Paths themselves are the following:
34     "Nothing",
35     "Protection",
36     "Fire",
37     "Frost",
38     "Electricity",
39     "Missiles",
40     "Self",
41     "Summoning",
42     "Abjuration",
43     "Restoration",
44     "Detonation",
45     "Mind",
46     "Creation",
47     "Teleportation",
48     "Information",
49     "Transmutation",
50     "Transferrence".
51    
52     See spells.h for the number values corresponding to the Path.
53    
54     Some more will be added in the near future. Some spells do not currently·
55     belong to a Path, this is probably appropriate for some spells.
56     Paths are inherited just like protection/immunity/vulnerability, ie if a
57     ring contains "path_attuned 1", the wearer becomes attuned to the Path of
58     Protection.
59    
60     Paths are quite powerful and shouldn't be given away cheaply. Ideally, most
61     objects with path_attuned attributes should have path_repelled and path_denied
62     attributes as well, to balance out (eg attuned to Fire, repelled from·
63     Protection, and denied from Restoration)
64     ================================================================================
65    
66     This is the information i got from the source:
67    
68     generally the server code does few things with the constants
69     defined by include/spells.h PATH_*. The main
70     behavoir is decided by the items the player is wearing
71     and other things that alters his pathes.
72    
73     generally:
74     - the spell can't be spoken or written in a rune
75     if player->path_denied & spell->path_attuned
76    
77     - if player->path_repelled & spell->path_attuned then the
78     spell's level is raised by 2 in the calculation of the minimal skill level
79     - if player->path_attuned & spell->path_attuned then the
80     spell's level is lowered by 2 in the calculation of the minimal skill level
81    
82     - if player->path_repelled & spell->path_attuned then the
83     players skill level is decreased by 2
84     - if player->path_attuned & spell->path_attuned then the
85     players skill level is increased by 2
86    
87     (this split of the calculation is done because the adjustment of the minimal
88     skill level is also used to calculate the damage/duration/range adjustment
89     of the spell)
90    
91     - dragons have a skin which has path_attuned
92     - if player->path_denied & PATH_LIGHT: can't make objects glow
93    
94     for SP_MOVING_BALL: if the spell->path_repelled is not 0 and
95     the player isn't attuned to all paths in the bitmask of spell->path_repelled
96     he can't cast this.