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Toms Other Games => SpellMaster III => SM General Discussion => Topic started by: Tom on September 07, 2011, 10:25:24 AM

Title: Test Run
Post by: Tom on September 07, 2011, 10:25:24 AM
I'd like to make a test run of the system, incomplete as it is.

That means:
In order for this to work, I will be changing the spell code calculation when we're done, so feel free to trade spell codes during this test, they will be useless afterwards.

Give me some feedback and questions/thoughts, and then we'll start in a day or two.

Title: Re: Test Run
Post by: Zane on September 07, 2011, 10:53:40 AM
I'd like to make a test run of the system, incomplete as it is. ... Give me some feedback and questions/thoughts, and then we'll start in a day or two.

Three words: bring it on!  :)

I'll happily test the heck out of it.  Might even leave the town standing afterword.
Title: Re: Test Run
Post by: Nathan on September 07, 2011, 02:18:07 PM
Yeah, I'm up for it. Time to actually write something might be my issue, but I'll chip in where I can.
Title: Re: Test Run
Post by: Indirik on September 07, 2011, 03:12:34 PM
Tom, can you dump a load of XP onto our characters? I don't know about anyone else, but I have a grand total of one spell my character can cast. All the others use base/intent combos that add up to a power level I can't use.
Title: Re: Test Run
Post by: Brant on September 07, 2011, 05:12:17 PM
Here's my lower level spells, maybe if we share and pass them around for the test we'll actually have some spells to be tested :P

[115|f10ce15ede301e2e51ad407f46daa141dc6a645e]  "Clay Mask" Change, Earth; power level 4.  A disguise spell.

[131|81bdc1397c0ae8fd3664e883a2f7a3964d674fa3]  "Compass" Perceive, Mind; power level 1.  A tracking spell.

[127|c957153b68cb99b1e3e1bb8ac714b14e7ec68c89]  "Miner's Touch"  Change, Earth; power level 3.  A hole making spell.

[132|9b9bb5b1676d838633e40262995aaffd0d3b6421] "Flea pact"  Harm, Mind, power level 4.  An itch inducing spell.
Title: Re: Test Run
Post by: Indirik on September 07, 2011, 05:18:40 PM
[229|48d4caeb00378ed68ba7ecea0bb6c736949244f4]
Title: Re: Test Run
Post by: Zane on September 07, 2011, 05:29:11 PM
[68|1a402f9fa09c48eb5e05c2e56c8e438323838718]
Title: Re: Test Run
Post by: cjnodell on September 07, 2011, 05:53:36 PM
My Cheap Utility Spells:

Lump: [170|6a1b0294b7b4e93a20cdcdb8e3014647ac4da6aa]
A ball of soft earth (like clay) is launched from nowhere at a target of your choosing. The impact is enough to knock down your opponent and cause some discomfort (breath is knocked out of target) or disorientation (head spins from force of impact) but does no lasting damage.


Air Shield: [234|83719d87e1dff797cc056be3dcf9a5b1a032c742]
A the air around you compresses into a disc shaped shield large and firm enough to deflect mundane attacks (sword blow, arrows, fists etc...). The caster intuitively knows the location of this shield as it floats about him and can move it to intercept attacks with a thought.

I really liked the Compass spell Brant posted. Cheap and very useful!
Compass: [131|81bdc1397c0ae8fd3664e883a2f7a3964d674fa3]
This spell, when cast on a small item such as a coin, will cause that item to move one inch towards it's previous owner's current location.
Title: Re: Test Run
Post by: Tom on September 07, 2011, 06:09:16 PM
if you share spells, you should probably add the spell name or something so the recipient has at least a clue what that is. :-)

Title: Re: Test Run
Post by: cjnodell on September 07, 2011, 06:10:28 PM
I agree. I was thinking of that just as I hit the post button!
Title: Re: Test Run
Post by: Indirik on September 07, 2011, 06:35:11 PM
if you share spells, you should probably add the spell name or something so the recipient has at least a clue what that is. :-)
To make this easier, can the spell name be added to the scribe note link on the spell description page? Makes for easy sharing with a single copy/paste.
Title: Re: Test Run
Post by: Tom on September 07, 2011, 08:40:54 PM
To make this easier, can the spell name be added to the scribe note link on the spell description page? Makes for easy sharing with a single copy/paste.

yes, but - in the parser you only want the code.
I'll have to think of something that serves both purposes.
Title: Re: Test Run
Post by: Indirik on September 08, 2011, 02:55:26 PM
Have the parser ignore everything not between the braces? Then you can put anything you want in the parser box, and it will still work.

Or put a line break between the code and the name:
[123|2435234534533456263456]
My Cool Spell

Users can copy both lines to trade, then only the first line to enter into the system.
Title: Re: Test Run
Post by: Tom on September 08, 2011, 06:18:05 PM
Have the parser ignore everything not between the braces?

It already does that, it simply copies it back verbatim. That's the point of the parser - you can actually throw it a whole roleplay, like:


"Dodging left and right, Gregor prepared his [1|abc] and unleashed it just as his opponent came up for another attacker."

and the parser will parse that and spit out something like:

"Dodging left and right, Gregor prepared his Lightning Bolt and unleashed it just as his opponent came up for another attacker."
 
Title: Re: Test Run
Post by: Zakilevo on September 15, 2011, 11:54:36 PM
Here are my cheap spells. I posted these on a wrong topic actually.

Blinding light (Harm/Fire) = [113|e6c75278f3e4f71956679733c8489e7e469c3abc]

Dig (Chang/Earth) = [126|d2de9aa7c0e3b95c3a5c70e05d1eadf81720d470]

Ignite (Harm/Fire) = [119|0ff1ec1f3625c57c1777647753e397497a649023]

Hawk Eye (Perceive/Body) = [122|c071f4749704df417051f399371868ab190c6482]
Title: Re: Test Run
Post by: Zane on September 15, 2011, 11:58:51 PM
Is anyone else actually accruing energy?  I see my free XP increasing, but my energy hasn't changed in more than 18 hours.
Title: Re: Test Run
Post by: Zakilevo on September 16, 2011, 12:22:48 AM
Yeah. Energy didn't change. EXP however increases 1 per hour. Will we be getting more EXP later or will it always be 1 per hour?
Title: Re: Test Run
Post by: Zane on September 16, 2011, 12:25:09 AM
Yeah. Energy didn't change. EXP however increases 1 per hour. Will we be getting more EXP later or will it always be 1 per hour?

I'm pretty sure XP is 1/hour + whatever XP you earn from casting.

Of course right after I posted this my energy increased.
Title: Re: Test Run
Post by: Tom on September 16, 2011, 12:44:13 AM
I'm fixing bugs as they are discovered, I don't usually post about it. So if things suddenly start working - that's what happened. :-)

Title: Re: Test Run
Post by: Zakilevo on September 16, 2011, 02:13:42 AM
My char just recovered 1 energy. So I recover 1 energy per every 6 hours? Wouldn't that be too little? Only 4 energy per day?

ps Just got this while trying to use the parser.

ErrorException [ Notice ]: Undefined index: XPgains
APPPATH/controllers/action.php [ 77 ]
72                         if ($this->Character->getConcentration() >= 0) {
73                            if ($this->Character->getEnergy() >= 0) {
74                               $casting['concentration'] += $CanCast['concentration'];
75                               $casting['energy'] += $CanCast['energy'];
76                               
77                               foreach ($CanCast['XPgains'] as $element=>$gains) {
78                                  if (isset($casting['XPgains'][$element])) {
79                                     $casting['XPgains'][$element]['xp'] += $gains['xp'];
80                                     $casting['XPgains'][$element]['level'] += $gains['level'];
81                                  } else {
82                                     $casting['XPgains'][$element]['xp'] = $gains['xp'];
APPPATH/controllers/action.php [ 77 ] » MY_Exceptions::error_handler(arguments)
Title: Re: Test Run
Post by: Tom on September 16, 2011, 05:25:17 PM
should be fixed now
Title: Re: Test Run
Post by: Zakilevo on September 16, 2011, 06:35:18 PM
Can a caster sense magic when someone casts a spell? Like from a distance -outside of a village-?
Title: Re: Test Run
Post by: Zakilevo on September 17, 2011, 10:40:14 PM
So the currently, if I want to use a spell (let's say harm/fire) that has the power-level of 10, I need my harm and fire skills to be 10 in total when I add them up. It is fine for low level spells but for a stronger spells requiring something around 100 power levels, I need 50 in fire and 50 in harm. To reach level 50, I need  [50(50+1)]/2 * 10= 12750 EXP. Divide that by 24, I will need 531.25 days to get to that level. Of course this is excluding exp gained from actually using spells, but we only recover something around 1 energy per every 6 hours so we can barely use two spells a day. We will take forever to reach high enough level to use a powerful spell.

Or maybe I am misunderstanding how our power-level calculations work?
Title: Re: Test Run
Post by: Nathan on September 17, 2011, 11:39:56 PM
We will take forever to reach high enough level to use a powerful spell.

“Focus on the journey, not the destination. Joy is found not in finishing an activity but in doing it.”

If that journey happens to take you a year or so, oh well. Characters on BattleMaster take longer than that to become really famous, so I see a year to cast a powerful spell as a fairly short time.
Title: Re: Test Run
Post by: Zakilevo on September 17, 2011, 11:57:02 PM
The problem is it isn't only a year. It will take almost 2 years excluding use of spells.

But you are right. The whole point of this game will be enjoying the RPs not trying to master every single branches of magic.
Title: Re: Test Run
Post by: Bedwyr on September 18, 2011, 12:27:07 AM
I think you're underestimating how much xp you'll get from spellcasting.  You get a point of XP for every point of Concentration and Energy you spend, which will add up quickly.
Title: Re: Test Run
Post by: Tom on September 18, 2011, 10:37:00 AM
SM3 is an "open top" game - there is no limit to the power you can accumulate, but it takes progressively longer. And that's intentional.

That said, as the game progresses, one of the meta-goals is to discover sources of magical energy, increasing the energy flow.

Title: Re: Test Run
Post by: Zakilevo on September 18, 2011, 06:01:31 PM
Excellent. But I am guessing GMs will RP that for us I assume? Since we cannot go discovering the sources of magical energy every time?

ps - it looks like the game is almost done.