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"Heal" Spell and "Hurt" Spell

Posted: 18 Nov 2008, 16:50
by Wombat
Using the existing systems found under Spell Casting and Alchemy I propose a heal and hurt spell.

Heal would be an instant heal spell. say "healx" where x is the number of magic points dedicated to the heal. It would randomize the number like how alchemy randomizes the number based on intelligence and the number of mps dedicated would be limited to Intelligence max. Intelligence would then determine the multiplier of the instant heal like healing potions. 1/2, 1, 2, 4.

Example: I say "heal30" and I have Intelligence 36. It would, burn 30mps, randomly select a number between 1-30, choosing 10 in this case and then multiply it by 4, equaling 40 instant heal. If I say heal40 it would not work because of my maximum intelligence.

While I'm not certain of how devs envision magic working on eathena beyond the current spell list under "spell casting", an attack could work the same way. Say "hurtx", x being the number of mps and intelligence being the maximum mps and multiplier. The character must have targeted an enemy/opponent in order for effects to occur. Intelligence also could have limitations based on its attack, but I don't know how this would work.

Magic would be somewhat powerful but would burn out fast. Intelligence could recover mps at a slower rate than Vitality recovers hps.

If this is redundant, I apologize.

*edited to expand detail of suggestion.

Re: "Heal" Spell and "Hurt" Spell

Posted: 18 Nov 2008, 17:00
by Sathard
If we are near healing, I think, that healing potions should heal instantly, not as food. Than they would be more attractive in game. Now noone makes them, and noone buys/sells them, because even "beer" is better and cheaper.

Re: "Heal" Spell and "Hurt" Spell

Posted: 18 Nov 2008, 18:22
by radiant
Is this taking into account that casting heal1 would never be subject to any random dilution whatsoever?

Re: "Heal" Spell and "Hurt" Spell

Posted: 18 Nov 2008, 18:31
by Wombat
Sure. It also takes into account "autoban" as the consequences of misusing magic. There is a certain speed to spell casting, else you fall into magic limbo for an hour.

Re: "Heal" Spell and "Hurt" Spell

Posted: 18 Nov 2008, 18:40
by Jaxad0127
Wombat wrote:Sure. It also takes into account "autoban" as the consequences of misusing magic. There is a certain speed to spell casting, else you fall into magic limbo for an hour.
Actually, spell casting is no longer passed to the spam checker.

Re: "Heal" Spell and "Hurt" Spell

Posted: 18 Nov 2008, 18:54
by Wombat
That's good to know. Not to get too complicated, but to add on the "paradox" for overcasting idea, I think there could be a speed to spellcasting "hurt" or "harm". If overcasting occurs, a random effect could occur, similar to how the autoban responds to normal spamming (dying, teleporting, a "trapa" or "trick-or-treat" spell going off instead, etc.)

Also, "hurt" could require "ash" to cast while heal could require "flower petals", for material components, if they seem necessary for casting these spells, as a suggestion.

Re: "Heal" Spell and "Hurt" Spell

Posted: 18 Nov 2008, 19:57
by fate
Hi,

thanks for your suggestions, but there won't be a `heal X' or `hurt Y' spell-- that's too `hygienic' for proper magic. There already are spells with similar functionality, though they are missing graphics and quest scripting to be enabled.

-- fate

Re: "Heal" Spell and "Hurt" Spell

Posted: 18 Nov 2008, 20:09
by Wombat
:mrgreen: Cool :mrgreen:

Re: "Heal" Spell and "Hurt" Spell

Posted: 25 Nov 2008, 18:16
by 5t3v3
Sathard wrote:If we are near healing, I think, that healing potions should heal instantly, not as food. Than they would be more attractive in game. Now noone makes them, and noone buys/sells them, because even "beer" is better and cheaper.
that's probably because you have low intelligence, the bigger potions are better than beer.