#tfl@irc.freenode.net logs for 5 Dec 2006 (GMT)

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[00:57:19] <Marzo> brb
[00:57:23] --- Marzo is now known as Marzo_away
[00:57:28] <Crysta> k
[00:58:01] <Crysta> oh yeah wiz there are a few spam posts on the forum
[00:58:03] <Crysta> again
[02:02:41] --- Marzo_away is now known as Marzo
[02:02:42] <Marzo> Back
[02:02:52] <Crysta> wb
[02:03:26] <Marzo> Speaking about forum spam: I think that that post by "soma online 169" is also spam
[02:05:32] <Marzo> In any case, I am off to bed
[02:05:38] <Marzo> Good night to ye all
[02:05:43] <Crysta> night marzo
[02:05:55] <-- Marzo has left IRC ("Marzo vanishes suddenly.")
[02:09:13] <SleepingDragon> I just cleaned out spam posts this morning dammit
[02:09:31] <Crysta> lol
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[04:10:00] <SleepingDragon> moo
[04:10:09] <Crysta> moo too
[04:18:36] <SleepingDragon> oot oom
[04:18:51] <Crysta> oom
[04:19:30] <SleepingDragon> mu
[04:59:36] <-- Crysta has left IRC ("Trillian (http://www.ceruleanstudios.com")
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[20:42:56] <Marzo> Hi
[20:43:04] <SleepingDragon> iH
[20:43:40] <Marzo> sgol eht daer evah I
[20:43:58] <Marzo> Drol nagap eht ma I
[20:44:13] <Marzo> (-:
[20:45:01] <SleepingDragon> htgie na tsol htah uohT
[20:45:12] <Marzo> lol
[20:45:19] <SleepingDragon> :D
[20:45:40] <Marzo> !emag eht tsol uoY
[20:46:48] <SleepingDragon> krow tnow TNEGAP ,timmoc ot tnaw I emit eno eht ,serugiF
[20:46:49] <Marzo> detrevni saw yelims ym neve taht etoN
[20:47:15] <Marzo> (-:
[20:48:27] <Marzo> dam era ew kniht lliw yaw siht gnimoc enas enoynA
[20:49:30] <Marzo> d-: !senituor noisrevni gnirts rof esu na yllanif si siht ,yeH
[20:51:01] <SleepingDragon> ?tniop ruoy s'tahw ,dam ma I ,yeH
[20:51:14] <Marzo> lol
[20:52:08] <SleepingDragon> eheh
[20:52:09] <Marzo> (detrevni si ti ton ro rehtehw emas eht si 'lol' woh ynnuf)
[20:52:23] <SleepingDragon> si tI
[20:53:06] <Marzo> ti gnidaer naht redrah si sdrawkcab gnitirw taht yas tsum I
[20:56:00] <SleepingDragon> .knith dluow eno naht aixylsid ym no redrah ssel smees ti ylbkrameR
[20:56:26] <SleepingDragon> kniht *
[20:56:56] <Marzo> ?thgir ,oot 'aixelsyd' naem uoy kniht I
[20:57:23] <Marzo> (-:
[20:58:04] <SleepingDragon> .devorpmi tn'sah gnilleps yM
[20:58:17] <Marzo> lol
[20:58:26] <Marzo> eurT
[20:59:09] <SleepingDragon> yreV
[21:00:04] <Marzo> edoc noitareneg xf lleps eht rof noitamrofni lleps gnilipmoc ma I
[21:01:17] <SleepingDragon> timmoc ot gniyrt ma I
[21:01:21] <SleepingDragon> o:
[21:01:49] <Marzo> cisnirtni 'elbahcaer_noitanitsed_si' a gnidda fo gnikniht ma I
[21:02:07] <Marzo> hsikcah ssel 'knilb' ekam oT
[21:03:09] * Marzo gnitimmoc ni sdeeccus nogarDgnipeelS sepoh dna sregnif sessorc
[21:03:27] <SleepingDragon> lol
[21:03:30] --- Marzo is now known as ozraM
[21:03:36] <SleepingDragon> lol
[21:03:37] <ozraM> (-:
[21:03:49] --- ozraM is now known as Marzo
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[21:07:20] --- SleepingDragon is now known as nogarDyrdraziW
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[21:07:47] --> Editor-at-Large has joined #tfl
[21:08:06] --> Crysta has joined #TFL
[21:08:06] --- ChanServ gives voice to Crysta
[21:08:07] <nogarDyrdraziW> nuf eht gniniur er'ouy ,ozraM wwA
[21:08:18] <Crysta> ...
[21:08:26] <Marzo> !atsyrC iH
[21:08:37] --- Marzo is now known as ozraM
[21:08:39] <nogarDyrdraziW> atshyrC olleH
[21:08:54] <Crysta> right i think ill just leave if its gonna be backwards talking
[21:08:58] <nogarDyrdraziW> lol
[21:08:59] <Crysta> have a headache
[21:09:00] <ozraM> (-:
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[21:09:30] <Crysta> and who is that, anyway
[21:09:35] <-- Editor-at-Large has left #tfl ()
[21:09:53] <nogarDyrdraziW> ?ohw ,atsyrC
[21:10:07] <Crysta> who do you think
[21:10:25] <ozraM> ?Editor-at-Large , uoy era ohW
[21:10:31] * egraL-ta-rotidE sevaw
[21:10:46] <Crysta> ....
[21:11:06] <egraL-ta-rotidE> dekcehc I emit tsal ,em sawI
[21:11:26] * egraL-ta-rotidE niaga kcehc ot seog
[21:11:59] <Crysta> now im starting to get mad
[21:12:03] <Crysta> just answer dammit
[21:12:09] <egraL-ta-rotidE> Uh
[21:12:27] <egraL-ta-rotidE> I'm a friend of WizardryDragon's ?
[21:12:31] * nogarDyrdraziW pokes crysta
[21:12:37] <nogarDyrdraziW> put a smile on
[21:12:39] <nogarDyrdraziW> it doesnt hurt
[21:12:44] <Crysta> alright.. that makes snes
[21:12:52] <Crysta> *sense
[21:13:02] <Crysta> and you cant make me do something i dont want to wiz <.<
[21:13:19] <nogarDyrdraziW> pfft. If I can smile at a time like this, nothing stopping you :P
[21:14:58] * egraL-ta-rotidE pokes WizardryDragon's cheeks
[21:15:01] <egraL-ta-rotidE> Good smiling
[21:15:41] <nogarDyrdraziW> What's wrong Crysta? Just a headache or what?
[21:16:31] <Crysta> headache and not feeling my best.. i can have off days sometimes too ya know
[21:16:40] <egraL-ta-rotidE> Oh dear
[21:16:44] <nogarDyrdraziW> Ah
[21:16:46] <egraL-ta-rotidE> headaches are no fun :(
[21:16:59] * nogarDyrdraziW gives Crysta some of his pain medicine
[21:17:12] * egraL-ta-rotidE hands Crysta some water to take it with
[21:18:30] --- nogarDyrdraziW is now known as wizardrydragon
[21:19:10] <Crysta> nono
[21:19:13] <Crysta> im ok
[21:19:18] <Crysta> go back to your backwards talking
[21:19:21] <wizardrydragon> lol
[21:19:22] <Crysta> ill try to keep up :p
[21:19:37] * wizardrydragon had not so fun stuff this morning :s
[21:19:54] <Crysta> probably enough for me to have no right to complain :\
[21:21:29] * wizardrydragon pat pats crysta
[21:21:40] * wizardrydragon gives Crysta cure potion
[21:21:45] <Crysta> .. you're the one that had a worse day so stop that :p
[21:22:00] <wizardrydragon> pfft
[21:22:07] <wizardrydragon> dont mean I stop caring about everyone else
[21:22:19] <Crysta> id rather not have everyone's fun ruined by me tho
[21:22:27] * wizardrydragon pokes
[21:22:36] <wizardrydragon> i is fine
[21:24:33] <wizardrydragon> one of my friends isn't, but lets not go there.
[21:31:16] <wizardrydragon> Marzo: PAGENT wont work D:
[21:31:24] <wizardrydragon> I cant even CO
[21:31:34] <ozraM> Hm
[21:31:37] <ozraM> Let me try
[21:31:50] <wizardrydragon> It might be my key
[21:31:52] <wizardrydragon> but
[21:31:55] <wizardrydragon> it should be on the server
[21:32:03] <wizardrydragon> Unless they expire?
[21:32:14] <wizardrydragon> I dont thin SF.net ages them though?
[21:32:18] <ozraM> Random question: how long have you been registered at SF?
[21:33:09] <wizardrydragon> Since 02
[21:33:13] <wizardrydragon> Wait
[21:33:14] <wizardrydragon> 01
[21:33:21] <ozraM> Hm
[21:33:25] --- ozraM is now known as Marzo
[21:33:55] <Marzo> I was thinking that it *could* be that your password expired, but they'd probably would notify you of it
[21:34:21] <Marzo> Checkout from exult succeeded; testing ftom TFL
[21:34:24] <wizardrydragon> Well I can still login
[21:34:28] <wizardrydragon> to SF
[21:34:55] <Marzo> Checkout of TFL also succeeded
[21:35:04] <Marzo> What CVSROOT are you using?
[21:35:16] <wizardrydragon> Well my keys not authin
[21:35:19] <wizardrydragon> So it doesnt matter
[21:35:33] <Marzo> Hm
[21:36:36] <Marzo> Is PAGENT finding the key (or configured to use the proper key?)
[21:38:45] <wizardrydragon> yes.
[21:38:48] <wizardrydragon> It loads it fine.
[21:39:10] <Marzo> Does SF have the correct public (?) key?
[21:40:05] <wizardrydragon> It should
[21:40:15] <wizardrydragon> I mean I was commiting and checkout'ing fine before
[21:40:24] <wizardrydragon> Maybe the server the key is on is out of synch
[21:40:25] <Marzo> Define 'before'
[21:40:35] <Marzo> Could be
[21:40:52] <wizardrydragon> Possibly
[21:41:04] <wizardrydragon> Since when I registered it they didnt propogandate it to all servs
[21:41:35] <wizardrydragon> Ill wait a bit
[21:41:46] <wizardrydragon> And if in a bit it doesnt work
[21:41:53] <wizardrydragon> Ill complain at the SF.net staff
[21:41:54] <wizardrydragon> :D
[21:44:34] --- egraL-ta-rotidE is now known as Editor-at-Large_
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[22:29:36] <Marzo> Just commited the new 'is_dest_reachable' intrinsic
[22:29:48] <wizardrydragon> yay
[22:30:23] <Marzo> Usage: bool npc->is_dest_reachable(int dest[])
[22:31:06] <wizardrydragon> dont forget to doc
[22:31:15] <Marzo> Already did
[22:31:21] <wizardrydragon> Good
[22:31:23] <Marzo> Website is already updated too
[22:31:32] * Marzo is efficient
[22:31:58] <wizardrydragon> No if you were efficient the TODO list wouid be done
[22:31:58] <wizardrydragon> :D
[22:32:01] * wizardrydragon ducks
[22:32:26] <Marzo> That is a difference between efficiency and laziness
[22:32:47] <Marzo> What I do, I do efficiently; I am just hesitant to do many things :-)
[22:33:00] <wizardrydragon> Lol
[22:33:03] <wizardrydragon> Sure there is
[22:34:34] <Marzo> Should I make is_dest_reachable also check is_not_blocked or should I keep them separate?
[22:34:49] <Marzo> (independent is best)
[22:34:59] <Marzo> *'independent'
[22:37:38] <wizardrydragon> Hmm
[22:37:42] <wizardrydragon> Should check
[22:37:43] <wizardrydragon> Marzo
[22:37:47] <wizardrydragon> Did you change the installer?
[22:37:53] <Marzo> No
[22:37:55] <Marzo> Why?
[22:38:30] <wizardrydragon> Its coming up as changed
[22:38:33] <wizardrydragon> And I havent touched it
[22:38:56] <Marzo> Weird
[22:39:41] <Marzo> In any case, after testing, I see that there is no need to check is_not_blocked; the is_dest_reachable already does that (sorta) by seeing if there is a path to the destination
[22:48:18] <wizardrydragon> aha
[22:53:03] <Marzo> OK, how bad do you think this system would be:
[22:53:17] <Marzo> Lets take Enchant for example
[22:53:37] <Marzo> Enchant requires a single target which must be arrows or bolts
[22:54:09] <Marzo> So the way I am thinking things, it would check for a single target
[22:54:27] <Marzo> If it were a normal arrow, it would be converted to magic arrows
[22:54:40] <Marzo> And if ti were a normal bolt, it would be converted to a magic bolt
[22:54:47] <Marzo> *ti->it
[22:54:52] <wizardrydragon> Enchant is easy
[22:54:54] <wizardrydragon> Yes
[22:54:56] <wizardrydragon> Hmm
[22:55:06] <wizardrydragon> Have magnitude determine what its enchanted to
[22:55:10] <wizardrydragon> So a normal one
[22:55:16] <wizardrydragon> Would be to magic arrows
[22:55:28] <wizardrydragon> a notch up, something more powerful
[22:55:45] <wizardrydragon> (Im not sure about the projectiles which are best, never used them much)
[22:55:46] <Marzo> The definition would be more-or-less like what I said; schematically:
[22:55:54] <Marzo> if (target_shape is arrow) {
[22:56:12] <Marzo> event = magic_arrow_shape; target->delayed_convert_shape(delay);
[22:56:13] <Marzo> }
[22:56:24] <Marzo> else if (target_shape is bolt) {
[22:56:37] <Marzo> event = magic_bolt_shape; target->delayed_convert_shape(delay);
[22:56:38] <Marzo> }
[22:56:53] <wizardrydragon> Yep
[22:57:03] <wizardrydragon> in either event magnitude just ends up being a lookup table
[22:57:25] <Marzo> This is basically they way I am thinking of doing the new spell fx code
[22:57:39] <wizardrydragon> Sounds good
[22:57:45] <Marzo> (again, in schematic form)
[22:58:12] <Marzo> Each spell has one or more target categories and a set of actions to perform on them
[22:58:58] <wizardrydragon> Yep
[22:59:08] <Marzo> Using event ids as parameters and the targets as item, I can have single functions for setting/clearing any flag I want as well as converting any shape to another
[22:59:26] <Marzo> (in a delay, which is the important thing)
[23:00:35] <Marzo> Or changing quality and stats
[23:00:46] <Marzo> Which bring me to another thing I wanted to ask
[23:00:58] <Marzo> Currently, the Heal spell heals in a very odd way
[23:01:22] <wizardrydragon> Howso?
[23:01:26] <Marzo> Specifically, it averages your current health and your total health and sets your health to this average
[23:01:54] <wizardrydragon> Hmm
[23:01:54] <Marzo> Thus, you can never be fully healed by the heal spell (as it rounds down, and has no minimum)
[23:02:05] <wizardrydragon> Average plus a point
[23:02:06] <wizardrydragon> fix'd
[23:02:07] <wizardrydragon> :D
[23:02:15] <Marzo> It also has the problem that it does not depend at all on the caster level
[23:02:20] <wizardrydragon> Marzo
[23:02:23] <wizardrydragon> heres a thought
[23:02:26] <Marzo> Yes?
[23:02:33] <wizardrydragon> have heal restore a % of the max health
[23:02:35] <Marzo> Shoot
[23:02:38] <wizardrydragon> dependant on magnitude
[23:02:59] <wizardrydragon> Then have mag. affected by level
[23:03:14] <Marzo> The % thing is intriguing
[23:03:28] * wizardrydragon pinches self
[23:03:37] <wizardrydragon> This can be me, Im thinking of good ideas
[23:03:39] <wizardrydragon> *cant
[23:03:42] <Marzo> I was already thinking of having it heal something like 2-3 hps per level, but the % is a good idea
[23:04:13] <wizardrydragon> Is there an upper limit on level? I cant recall
[23:04:22] <Marzo> Maybe 10% of max hits per level?
[23:04:27] <Marzo> I think it is 8 or 9
[23:04:40] <wizardrydragon> Hmm
[23:04:42] <wizardrydragon> How about
[23:04:44] <Marzo> Neither, it is 10
[23:04:56] <wizardrydragon> 5% of max health + spell magnitude
[23:04:57] <Marzo> (just checked)
[23:05:07] <wizardrydragon> = total % healed
[23:05:19] <Marzo> 5% is too low
[23:05:23] <wizardrydragon> hmm
[23:05:25] <wizardrydragon> well
[23:05:31] <Marzo> 5% of 20hp is 1
[23:05:50] <wizardrydragon> I dont want it to heal more than half in one go unless the spell magnitude is above normal
[23:05:53] <wizardrydragon> *much more
[23:06:12] <Marzo> How about this:
[23:06:40] <Marzo> Heal is a 3rd level spell
[23:07:20] <Marzo> Hm
[23:07:24] <Marzo> nevermind
[23:07:54] <Marzo> My suggestion (10% per level) would require a level 5 caster for 50% heal
[23:08:46] <wizardrydragon> hmm
[23:08:57] <Marzo> At level 5, you already have Great Heal anyway
[23:09:00] <wizardrydragon> 20% per level to a maximum perhaps
[23:09:02] <Marzo> Which is much better
[23:09:18] <wizardrydragon> Or a scaled magnitude increase
[23:10:10] <Marzo> Maybe 20% per level, no more than 60% in one go
[23:10:33] <Marzo> Nah, 10% per level, no more than 60% in one go
[23:10:33] <wizardrydragon> Exactly
[23:10:39] <wizardrydragon> Something like that
[23:10:43] <wizardrydragon> the number can be tweaked
[23:10:46] <wizardrydragon> when we test
[23:10:51] <Marzo> The 20% per level would max out at level 3
[23:10:56] <wizardrydragon> lol
[23:11:05] <wizardrydragon> TO clarify
[23:11:08] <wizardrydragon> I mean spell circles
[23:11:10] <wizardrydragon> Not char level
[23:11:12] <Marzo> (which is the level you get the spell in the first place)
[23:11:17] <wizardrydragon> Hmm
[23:11:19] <wizardrydragon> heres a though
[23:11:20] <wizardrydragon> t
[23:11:24] <wizardrydragon> have spell mag increase
[23:11:37] <wizardrydragon> only in releation to the level of spells you can cast above the level of the spell
[23:12:25] <Marzo> I thought about this
[23:12:46] <Marzo> But it would require independent specification of a base effect
[23:12:51] <wizardrydragon> hmm
[23:12:59] <wizardrydragon> its worth looking into
[23:13:04] <Marzo> For example, heal x hps + 10% per level above 3
[23:13:23] <Marzo> (That is what you meant, more or less, right?)
[23:13:26] <wizardrydragon> Yes
[23:13:33] <Marzo> brb, getting food
[23:13:35] <wizardrydragon> Magnitude would be passed tot the spell
[23:13:41] <wizardrydragon> how Im thinking of it
[23:13:51] <wizardrydragon> the effect would just be dependant on the mag passed to it
[23:15:10] <Marzo> back
[23:15:42] <wizardrydragon> see what Im thinking of
[23:15:45] <wizardrydragon> is say
[23:15:56] <wizardrydragon> spelleffect_Heal(target, magnitude)
[23:16:00] <wizardrydragon> it would be passes
[23:16:07] <wizardrydragon> the effect just uses the mag its passed
[23:18:17] <Marzo> Not much different then what I have been thinking
[23:20:30] <wizardrydragon> :-)
[23:21:01] <wizardrydragon> Great minds think alike :-)
[23:26:09] <Marzo> There are great minds here? O>O
[23:26:15] <Marzo> :-)
[23:26:42] <wizardrydragon> Lol
[23:40:17] <Marzo> Another thing I have been thinking, and the start of which can be seen in src/spells/spell_functions.uc:
[23:40:58] <wizardrydragon> Hmm?
[23:41:08] <Marzo> I am thinking of categorizing spells in distinct classes of spells, and allow NPCs to 'specialize' in one class for a benefit but to the detriment of another class of spells
[23:41:19] <Marzo> For example, healers and necromancers
[23:41:46] <Marzo> A healer can't cast death spells, a necromancer can't cast healing spells
[23:42:12] <wizardrydragon> aha
[23:42:19] <Marzo> Each has a benefit -- so far, that they are not limited by caster level for casting their respective spells
[23:42:35] <wizardrydragon> Thats a natural extension of ultima classes
[23:43:27] <Marzo> I was thinking of possible other benefits including halving mana cost and increasing spell power
[23:43:55] <Marzo> But it would require some sort of categorization of spells
[23:44:05] <wizardrydragon> Hrm
[23:44:09] <wizardrydragon> Not neccesarily
[23:44:15] <wizardrydragon> Not spells themselves
[23:44:19] <wizardrydragon> Categorize spell effects
[23:44:34] <Marzo> Much harder to do
[23:44:36] <wizardrydragon> If you do that it'd be neccesary for it to be on the effects
[23:44:41] <wizardrydragon> For spellmaking
[23:45:11] <Marzo> For example, in a very real way, if a spell effect changes the HEALTH property, it can increase it (heal) or reduce it (harm)
[23:45:21] <wizardrydragon> True
[23:45:35] <wizardrydragon> I think you should seperate gains and losses though
[23:45:39] <Marzo> The effect is the same -- change property HEALTH by amount X
[23:45:39] <wizardrydragon> It's a logical distinction
[23:45:59] <wizardrydragon> Or perhaps have interface functions for gain and loss
[23:46:02] <wizardrydragon> and categorize those
[23:46:24] <Marzo> Hm
[23:46:26] <Marzo> Maybe
[23:46:38] <Marzo> In any case, some sort of categorization would be needed
[23:47:39] <wizardrydragon> Categorization isnt hard in any event
[23:47:56] <wizardrydragon> it's just another lookup table
[23:48:11] <Marzo> For example, death bolt and summon skeletons are death spells, heal and resurrect are healing spells, protection and mass might are (say) support spells, locate and detect charges is an information spell, and so on
[23:48:43] <Marzo> The issue is not so much how it would be done, but which categories would be used
[23:48:54] <wizardrydragon> Do it by virtue
[23:48:59] <wizardrydragon> Its the ultima way to do it
[23:48:59] <wizardrydragon> :D
[23:49:07] <Marzo> It was my first idea, several months ago
[23:49:18] <Marzo> *Not* as easy as it may seem
[23:49:21] <wizardrydragon> No
[23:49:26] <wizardrydragon> But it is the Ultima way to do it
[23:49:28] <wizardrydragon> Marzo
[23:49:32] <wizardrydragon> Overlap is okay
[23:49:33] <Marzo> For example: Weather spell?
[23:49:47] <Marzo> I know it is OK
[23:49:48] <wizardrydragon> Marzo
[23:49:54] <Marzo> But it is still hard
[23:49:54] <wizardrydragon> have a body of "neutral" spells
[23:50:01] <wizardrydragon> categorize the ones that have clear ties
[23:50:12] <Marzo> Death Bolt?
[23:50:22] <wizardrydragon> valor :P
[23:50:23] <Marzo> 'Neutral'?
[23:50:49] <Marzo> It is hardly valor to use a spell that will instantly kill your enemy
[23:50:53] <wizardrydragon> Death spells are often referred in canon as thier own seperat entity
[23:51:03] <wizardrydragon> so categorize them seperately, is what I would do
[23:51:34] <Marzo> But even if it is right for Britannia -- what about SI?
[23:51:41] <Marzo> Or TFL?
[23:51:50] <wizardrydragon> We can worry about that when SI/TFL are working
[23:51:54] <wizardrydragon> TFL uses virtues though
[23:52:07] <wizardrydragon> Or at least the part of TFL magic you'll be able to use
[23:52:10] <Marzo> I'd rather not have to rewrite the spell system again when that comes
[23:52:25] <wizardrydragon> Marzo: SI only adds some spells
[23:52:32] <wizardrydragon> Categorize normally where applicable
[23:52:36] <Marzo> But it does not use the virtue system
[23:52:41] <wizardrydragon> Maybe have an "orphidian" category for the old spells
[23:52:53] <wizardrydragon> Marzo: Yes, but remember this is transparent to the player
[23:53:03] <wizardrydragon> Marzo: "Avatar" would be able to use all anyways
[23:53:11] <Marzo> Not if it has important game effects, no
[23:53:11] <wizardrydragon> Marzo: Only affects party members/NPCs
[23:53:45] <Marzo> One other thing I thought was to categorize by the *profession* associated to a virtue
[23:53:56] <Marzo> It is slightly more portable
[23:54:00] <wizardrydragon> thats more or less how Im thinking of it
[23:54:37] <wizardrydragon> For example, a fighter who slings spells probably is throwing around swordstirke and death spells and explosion and the like, so those would be "valliant" spells
[23:54:42] <Marzo> Doing it that way is more portable -- 'ranger' spells is a better category than 'spirituality' spells
[23:54:51] <wizardrydragon> indeed
[23:55:36] <Marzo> 'Mage' spells would tipically relate to knowledge and application of magic -- say information spells, plus fields and dispelling of fields
[23:56:27] <Marzo> There would be some overlap, of course -- both rangers and druids can make a case for the Weather spell, as well as some animal summoning spells
[23:56:46] <Marzo> (although players in-game will never want to cast Weather...)
[23:56:49] <wizardrydragon> yes
[23:56:57] <wizardrydragon> Hey
[23:57:02] <wizardrydragon> I liked messing with weather
[23:57:03] <Marzo> Maybe even Magic Storm can be shared between Mages and Druids
[23:57:08] <Marzo> :-)
[23:57:13] <wizardrydragon> and fireworks
[23:57:57] <Marzo> Me, I always learned all spells as soon as possible and gathered hundreds of each reagent, but walked around parsimoniously using magic
[23:58:31] <Marzo> There are very few enemies that can survive the pack of triple crossbow + enchanted bolts
[23:59:16] <Marzo> Part of motivation for making the spell system was to make magic important again in the game