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Magic #95
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I've discussed this a bit with @stefanludlow, and even though Kyle had come up with some spells in his document, we feel that they would involve adding more complex mechanics than we are ready for at this time. So we are now thinking that we'll maybe start small with just a few simple combat-related spells, and work from there. Spell IdeasBlack Spells Spell: Arcane Bolt Spell: Itch White Spells Spell: Heal Spell: Stone Skin |
Sounds like a ok starting level for implementing spells. I take it all "ranged' things like arcane bolt is going to stay in-room? |
In Open Adventure, do players able to cast spells have to "learn" them, or do they just have to be of appropriate level? |
On Evennia core, there's a new PR for a magic system - I'm wondering if it might be worth adapting it to our needs? Assuming the PR gets approved. The same developer @FlutterSprite made a turn-based combat system that we likely also could adapt - might be worth using it! |
Once I have the newest expansion for 'turnbattle' complete (which implements items and status effects), I'm going to make a version that has everything integrated together - that'll include being able to set ranges on spells, spells causing status effects, and similar! I think it'll be a good fit! |
For the first iteration, we'd like to get at least some level of magic working.
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