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[RPG] Changes to magic

Morrus

Well, that was fun
Staff member
The magic system has been updated - now, spells do damage based on two things:

1) Your current MP
2) The MP cost of the spell being cast

I have added the following spells at these MP:

Magic Missile -- 5 MP
Acid Arrow -- 20 MP
Fireball -- 50 MP
Ice Storm - 75 MP
Chain Lightning -- 100 MP
Finger of Death -- 150 MP
Horrid Wilting -- 200 MP
Meteor Swarm -- 250 MP

I'm not too clear on exactly how the damage is calculated, so this should be illuminating. For those feeling clever, here's a snippet of code:

Code:
// Bring MP Into Play Within Magic Attacks
$mp_mp_dmg=rand(1,$P2['bot_mp']); // Current MP (Not Total)
$mp_mp_dmg_move=rand(1,$move['amp_cost']); // Additional MP Useage On Magic Spell Casted
$mp_mp_dmg=($mp_mp_dmg+$mp_mp_dmg_move);
$mp_mp_dmg=(int)$mp_mp_dmg;
$hp_dmg=($mp_mp_dmg+$hp_dmg);
// Bring MP Into Play Within Magic Attacks

There is more code than this, but I think this is the relevant part!
 
Last edited:

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if you don't have the MP to do a magical attal, it;'s a wasted turn. THis means if 2 magical attacks come up that you cannot do...your attack is wasted. Is there a way to ensure at least one phsyical attack comes up each turn?
 

There are currently 8 magic and 7 physical attacks. I've asked the developer if the system can be prevented from showing options you don't qualify for.

BTW, I'm considering giving all armours MP penalties. Thoughts?
 

Morrus said:
There are currently 8 magic and 7 physical attacks. I've asked the developer if the system can be prevented from showing options you don't qualify for.

BTW, I'm considering giving all armours MP penalties. Thoughts?

I guess it depends upon what you're going for. It would be more Final Fantasy-ish to not penalize for wearing armor, more D&Dish to penalize. Personally, I don't really like the idea, but I'm open to play and see how it works before making final judgement. That 50 MP penalty from my helmet really hurts now that MP have been fixed, though, for not a huge benefit. Unfortunately, I spent 500gp enchanting it and don't want to just dump it anymore... I think the penalty could be less. like a 50 MP penalty or more for suit armour, but not so much for a helmet, as it doesn't restrict arm movement, etc...
 

well, I just had a battle with zero physical attack options....sometimes only one magical attack option showed up, and once no options but surrender were there. I hit refresh and something else appeared. Perhaps if you hit refresh other options will apear in a battle.....
 

That would be less of a problem if it didn't take five minutes, Crothian ;)

I don't lose a turn when this happens, though, it just resets the attack options. But the monster doesn't get an extra whack at me. Strange...
 

Sniktch said:
That 50 MP penalty from my helmet really hurts now that MP have been fixed, though, for not a huge benefit. Unfortunately, I spent 500gp enchanting it and don't want to just dump it anymore.....
I'll reverse that for now, Sniktch, until we work something out.
 

people focusing on spells are going to get creamed in combat if they choose not to wear armor cause of mp penalties.

Either that or spend a lot of money on mp boosting enhancements to cancel out those penalties.
 

Also, you still take MP damage when the monsters attack you. I lose 1/2 as many MP as HP to each strike - is this intentional?

Wow, spell damage is up, or would appear to be. The Necromancer just did 90+ damage to me in two turns of combat, despite my DEF being 4x his STR :eek: See if I help him level anymore ;)
 

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