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elmex |
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this is some information about the meanig of the |
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path_attuned, path_repelled, path_denied fields. |
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up to date information from the historic documentation (updated a bit): |
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================================================================================ |
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3. SPELL PATHS DOCUMENTATION |
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Long ago a number of archmages discovered patterns in the web that spells |
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weave in the aether. They found that some spells had structural similarities |
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to others and some of the mages took to studying particular groups of spells. |
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These mages found that by molding their thought patterns to match the patterns |
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of the spells they could better utilise all the spells of the group. Because |
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of their disciplined approach, the mages were described as following spell |
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Paths. As they attuned themselves to particular spell Paths they found that |
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they would become repelled from others, and in some cases found they were |
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denied any access to some paths. The legacy of these mages remains in some |
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of the magical items to be found around the world. |
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Technical details: |
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In the same way that players and objects can be protected, immune, and |
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vulnerable to the different types of attacks, they can now be attuned, |
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repelled, or denied access to the different spell Paths. An object that |
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is attuned to a Path cast spells from that Path at 80% of the spell point |
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cost and receives duration/damage bonuses as if the caster were five levels |
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higher. An object that is repelled from a Path casts spells from that Path |
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at 125% of the spell point cost and receives duration/damage bonuses as if· |
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the caster were five levels lower (minimum of first level). An object that |
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is denied access to a Path cannot cast any spells from it. The casting· |
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time is also modified by 80% and 125% respectively. These values are |
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defined in PATH_SP_MULT (from spells.h), PATH_TIME_MULT (from spells.h), and |
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path_level_mod (from spells.c, now called min_casting_level) |
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· |
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The Paths themselves are the following: |
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"Nothing", |
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"Protection", |
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"Fire", |
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"Frost", |
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"Electricity", |
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"Missiles", |
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"Self", |
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"Summoning", |
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"Abjuration", |
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"Restoration", |
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"Detonation", |
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"Mind", |
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"Creation", |
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"Teleportation", |
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"Information", |
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"Transmutation", |
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"Transferrence". |
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See spells.h for the number values corresponding to the Path. |
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Some more will be added in the near future. Some spells do not currently· |
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belong to a Path, this is probably appropriate for some spells. |
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Paths are inherited just like protection/immunity/vulnerability, ie if a |
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ring contains "path_attuned 1", the wearer becomes attuned to the Path of |
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Protection. |
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Paths are quite powerful and shouldn't be given away cheaply. Ideally, most |
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objects with path_attuned attributes should have path_repelled and path_denied |
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attributes as well, to balance out (eg attuned to Fire, repelled from· |
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Protection, and denied from Restoration) |
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================================================================================ |
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This is the information i got from the source: |
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generally the server code does few things with the constants |
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defined by include/spells.h PATH_*. The main |
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behavoir is decided by the items the player is wearing |
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and other things that alters his pathes. |
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generally: |
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- the spell can't be spoken or written in a rune |
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if player->path_denied & spell->path_attuned |
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- if player->path_repelled & spell->path_attuned then the |
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spell's level is raised by 2 in the calculation of the minimal skill level |
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- if player->path_attuned & spell->path_attuned then the |
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spell's level is lowered by 2 in the calculation of the minimal skill level |
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- if player->path_repelled & spell->path_attuned then the |
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players skill level is decreased by 2 |
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- if player->path_attuned & spell->path_attuned then the |
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players skill level is increased by 2 |
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(this split of the calculation is done because the adjustment of the minimal |
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skill level is also used to calculate the damage/duration/range adjustment |
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of the spell) |
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- dragons have a skin which has path_attuned |
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- if player->path_denied & PATH_LIGHT: can't make objects glow |
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for SP_MOVING_BALL: if the spell->path_repelled is not 0 and |
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the player isn't attuned to all paths in the bitmask of spell->path_repelled |
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he can't cast this. |