Heal Status Conditions: Like poison and weakness, but keeps regen and strength. Effect word.
Tool Imbue: Hoo boy... Here I go. Holding a tool and casting this word with other words will give the tool special effects temporarily. Should be a shape word.
And finally... a item called the spell book. It will allow you to cast your favourite spells easily. Just have this in your inventory with spell pages in it, and you can cast a spell by holding a hotkey and selecting it, readying yourself to cast it. Spells pages can be made by casting a spell while holding a piece of paper. The more you cast the spell with this paper in hand, the better you will be able to cast from the paper.
More suggestions tomorrow! ;3 Tell me what you think of these.
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His world shalt be entered on the day of legends.
Current avatar: Imp from Media Molecule's own Dreams
Heal Status Conditions: Like poison and weakness, but keeps regen and strength. Effect word.
Tool Imbue: Hoo boy... Here I go. Holding a tool and casting this word with other words will give the tool special effects temporarily. Should be a shape word.
And finally... a item called the spell book. It will allow you to cast your favourite spells easily. Just have this in your inventory with spell pages in it, and you can cast a spell by holding a hotkey and selecting it, readying yourself to cast it. Spells pages can be made by casting a spell while holding a piece of paper. The more you cast the spell with this paper in hand, the better you will be able to cast from the paper.
More suggestions tomorrow! ;3 Tell me what you think of these.
I like all the ideas except the spellbook - I want to avoid having "casting items" like spellbooks, wands, etc. I do plan to have a favorites system though, and maybe even make it so that the number of available favorites slots increases with your level. I also plan to have a history system, so you can cast any of your last few spells (maybe 5?) quickly.
Looking forward to something like this, I've seen one or two posts with similar base concepts, but almost all of them were just fan-game-y.
The main concept (chat based "commands") Isn't too complicated, you just need a few event subscribers set up on the chat. (I've done this before), but i do enjoy this concept. Hoping for a download soon.
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Seems like a really awesome idea! I am currently working on my own magic mod(I haven't finished it to the point where it is ready to make a post yet) and I'm glad that other people are making magic mods that are innovative and different.
Thanks for the kind comments, guys =) I'm currently having to work around a lot of schedule issues, so development is slow, but hopefully it turns out great. (Also, this magic system is totally unique; I couldn't even find any games that used anything like it, let alone Minecraft mods ^-^ so let's hope I can pull it off!)
An old MMO known as Tibia used this sort of spell casting system.
It wasn't modular, though. Each spell was predefined, but it was grammar based. You had to type out the spells in chat to cast them (and could also be keybound for quicker use).
Here's some recommendations:
Add an additional spell modifier for strength. A spell like Utevo Lux would cast light. Utevo Gran Lux would cast light that extends much further and is much brighter. So, Gran is the strength modifier.
This MMO I'm referring to also had a spellbook, so all spells you learned were added to the book. Similarly, you could have a book that lists all known modifiers and words, and allow players to build and list their favorites on the first page, or be able to bookmark certain pages.
You should also include a rune system.
Players can craft blank runes out of stone and some other magic item or process.
Then, a player can cast their spell onto the rune. It infuses the spell into the rune so that anyone can use it, even if you don't know the words to the spell.
There should be limits to the runes, though.
Look up Tibia and its spell casting system to draw ideas from it.
Seems like a really awesome idea! I am currently working on my own magic mod(I haven't finished it to the point where it is ready to make a post yet) and I'm glad that other people are making magic mods that are innovative and different.
An old MMO known as Tibia used this sort of spell casting system.
It wasn't modular, though. Each spell was predefined, but it was grammar based. You had to type out the spells in chat to cast them (and could also be keybound for quicker use).
Here's some recommendations:
Add an additional spell modifier for strength. A spell like Utevo Lux would cast light. Utevo Gran Lux would cast light that extends much further and is much brighter. So, Gran is the strength modifier.
This MMO I'm referring to also had a spellbook, so all spells you learned were added to the book. Similarly, you could have a book that lists all known modifiers and words, and allow players to build and list their favorites on the first page, or be able to bookmark certain pages.
You should also include a rune system.
Players can craft blank runes out of stone and some other magic item or process.
Then, a player can cast their spell onto the rune. It infuses the spell into the rune so that anyone can use it, even if you don't know the words to the spell.
There should be limits to the runes, though.
Look up Tibia and its spell casting system to draw ideas from it.
Looking forward to something like this, I've seen one or two posts with similar base concepts, but almost all of them were just fan-game-y.
The main concept (chat based "commands") Isn't too complicated, you just need a few event subscribers set up on the chat. (I've done this before), but i do enjoy this concept. Hoping for a download soon.
The system actually isn't chat based, but it follows a similar idea. Still, thanks! I'm hoping to have it functional enough for a showcase video soon.
Seems like a really awesome idea! I am currently working on my own magic mod(I haven't finished it to the point where it is ready to make a post yet) and I'm glad that other people are making magic mods that are innovative and different.
An old MMO known as Tibia used this sort of spell casting system.
It wasn't modular, though. Each spell was predefined, but it was grammar based. You had to type out the spells in chat to cast them (and could also be keybound for quicker use).
Here's some recommendations:
Add an additional spell modifier for strength. A spell like Utevo Lux would cast light. Utevo Gran Lux would cast light that extends much further and is much brighter. So, Gran is the strength modifier.
This MMO I'm referring to also had a spellbook, so all spells you learned were added to the book. Similarly, you could have a book that lists all known modifiers and words, and allow players to build and list their favorites on the first page, or be able to bookmark certain pages.
You should also include a rune system.
Players can craft blank runes out of stone and some other magic item or process.
Then, a player can cast their spell onto the rune. It infuses the spell into the rune so that anyone can use it, even if you don't know the words to the spell.
There should be limits to the runes, though.
Look up Tibia and its spell casting system to draw ideas from it.
Thanks for the idea! I've never actually heard of Tibia, I'll look into it. I had thought of using something like your rune idea, but I'm not sure... I want to avoid "casting items" if at all possible.
Great idea. I hope you will be able to carry it to finish. Would love to play it once you release it.
About other games that use similar system, the closes I can think of is Arx Fatalis. While holding cast key you were drawing symbols with your mouse, each symbol meant something and if you have drawn right combination you cast spell. For example "aam yok taar" meaning "create fire missile" shot a fireball in front of you. The only problem with it was the fact that there were only few preprogrammed spells instead of creating your own, from combining words.
Thanks for the kind comments! Haven't heard of that one either, I'll look into it. And yeah, the pre-programmed spell problem is the one I want to fix - it's also the one that's currently making the mod far from usable.
I was wondering if you're going to use the traditional mana system or take a route similar to Lichdom: Battlemage and exclude all limitations. Also, I think you should include an in-depth "magical smithing" system to replace vanilla enchanting. Like how Brisingr was forged.
I was wondering if you're going to use the traditional mana system or take a route similar to Lichdom: Battlemage and exclude all limitations. Also, I think you should include an in-depth "magical smithing" system to replace vanilla enchanting. Like how Brisingr was forged.
Yes, there will be a mana system. And that's an interesting idea... I may take a look into how to do that =)
XP based. Make each spell modifier/word require a base number of XP (or an XP multiplier). So, say spells use 3 words. Word 1 = 50 XP. Word 2 = x2 XP. Word 3 = +100 XP. So, casting the spell requires 50x2+100, or, 200 XP.
Casting the spell consumes the XP.
Learning new words could be eureka based, meaning that you have to use certain spell modifiers several times, and a similar but different word will be learned.
Or, just make some progression tech tree system, where you have to research and read lore books or something.
Voice Activated
Players will be able to speak into their mic to say the spell. Might be very difficult to implement, especially since you have to compensate for accents, mic quality, etc. Perhaps allow players to 'train' the voice recognition by selecting the spell word, then saying the spell word 3 times, so it records the user's unique voice.
Chat Activated
Typing the spell words in chat will cast the spell. Returns messages if successful, or if the spell fails and fizzles due to misspelling and incorrect grammar use.
GUI Casting
Create some sort of rapidly flowing GUI. A player can press a keybind to bring up a list of words that is projected in front of their character in the real world (instead of locking them into a GUI). They use their mouse to hover over the first word, which then branches to the second word - they select the second word, and the tertiary words branch from it.
The GUI has to flow so spell casting is rapid and intuitive. Attach icons to the words. Automatically link words that work to each other.
Rune Casting
Runes work differently. A caster can bind spells to runes. They craft the runes using mundane materials like stone.
When a caster binds a spell to a rune, it consumes the same amount of XP as the original spell. Now the player can use the rune. However, there is a limitation to using runes - you must have a certain amount of XP relative to the cost of the rune when it was created. So, say a caster spent 200 XP making a rune, and gives it to another player. That other player could require 200 XP to use it, but no XP is actually consumed when used.
This gives players the ability to prepare spells ahead of time.
You could also add some other form of limitation to rune casting, like X number of runes per day, or a soul system. Players have, say, 100 soul points. Each time they cast a rune, 1 SP is used. SP regenerates when you have XP, and more XP means it regenerates faster. Or make it static, like 1 SP per minute, or Minecraft day, or something.
XP based. Make each spell modifier/word require a base number of XP (or an XP multiplier). So, say spells use 3 words. Word 1 = 50 XP. Word 2 = x2 XP. Word 3 = +100 XP. So, casting the spell requires 50x2+100, or, 200 XP.
Casting the spell consumes the XP.
Learning new words could be eureka based, meaning that you have to use certain spell modifiers several times, and a similar but different word will be learned.
Or, just make some progression tech tree system, where you have to research and read lore books or something.
Voice Activated
Players will be able to speak into their mic to say the spell. Might be very difficult to implement, especially since you have to compensate for accents, mic quality, etc. Perhaps allow players to 'train' the voice recognition by selecting the spell word, then saying the spell word 3 times, so it records the user's unique voice.
Chat Activated
Typing the spell words in chat will cast the spell. Returns messages if successful, or if the spell fails and fizzles due to misspelling and incorrect grammar use.
GUI Casting
Create some sort of rapidly flowing GUI. A player can press a keybind to bring up a list of words that is projected in front of their character in the real world (instead of locking them into a GUI). They use their mouse to hover over the first word, which then branches to the second word - they select the second word, and the tertiary words branch from it.
The GUI has to flow so spell casting is rapid and intuitive. Attach icons to the words. Automatically link words that work to each other.
Rune Casting
Runes work differently. A caster can bind spells to runes. They craft the runes using mundane materials like stone.
When a caster binds a spell to a rune, it consumes the same amount of XP as the original spell. Now the player can use the rune. However, there is a limitation to using runes - you must have a certain amount of XP relative to the cost of the rune when it was created. So, say a caster spent 200 XP making a rune, and gives it to another player. That other player could require 200 XP to use it, but no XP is actually consumed when used.
This gives players the ability to prepare spells ahead of time.
You could also add some other form of limitation to rune casting, like X number of runes per day, or a soul system. Players have, say, 100 soul points. Each time they cast a rune, 1 SP is used. SP regenerates when you have XP, and more XP means it regenerates faster. Or make it static, like 1 SP per minute, or Minecraft day, or something.
Thanks for the suggestions! I already have a mana system in place, so the XP system really isn't necessary. I already have some plans for how words will be learned. Voice recognition is a planned feature assuming I can pull it off. Chat activation is a thought, but I think having a separate system will mesh with my original idea of the mod better. I plan to have some "battle flow" things, like a favorites system, but that particular way is an idea. And the runes idea is cool, but I want to avoid "casting items" if at all possible.
Item-less spellcasting? Custom spells? Dang... sounds like my dream mod.
Would the spellcasting be like Ars Magica but more fleshed-out? An esoteric programming language? Or... something else? Hmmm....
The spellcasting will be similar to Ars Magica, but spells will be created on the fly rather than saved, and it will be much more flexible. It does, however, use a similar system of shapes, effects, and modifiers.
There are mods called A Game of Thrones, there are tons of mods that uses copyrighted names without issues, and that's because the mods are free so no point in prosecute them
There are mods called A Game of Thrones, there are tons of mods that uses copyrighted names without issues, and that's because the mods are free so no point in prosecute them
Exactly. I don't honestly care what else happens to use the same name.
I like all the ideas except the spellbook - I want to avoid having "casting items" like spellbooks, wands, etc. I do plan to have a favorites system though, and maybe even make it so that the number of available favorites slots increases with your level. I also plan to have a history system, so you can cast any of your last few spells (maybe 5?) quickly.
Sorry for late comment, But it would be cool if there was a "Word Book", that stores each words that you used, and tells what they do...
Alrighty, here are today's suggestions:
Heal Status Conditions: Like poison and weakness, but keeps regen and strength. Effect word.
Tool Imbue: Hoo boy... Here I go. Holding a tool and casting this word with other words will give the tool special effects temporarily. Should be a shape word.
And finally... a item called the spell book. It will allow you to cast your favourite spells easily. Just have this in your inventory with spell pages in it, and you can cast a spell by holding a hotkey and selecting it, readying yourself to cast it. Spells pages can be made by casting a spell while holding a piece of paper. The more you cast the spell with this paper in hand, the better you will be able to cast from the paper.
More suggestions tomorrow! ;3 Tell me what you think of these.
His world shalt be entered on the day of legends.
Current avatar: Imp from Media Molecule's own Dreams
#TeamRowlet #TeamSun
FF14: Gold Zephzellian World: Zalera
My Characters
Hi! This is me, hello!
I'm Vevos! HIS INNER DEMON.
Get out! I'm Alice!
Hey! I'm Draco!
Please help my Pokemon grow: http://pfq.me/GoldHero101
I like all the ideas except the spellbook - I want to avoid having "casting items" like spellbooks, wands, etc. I do plan to have a favorites system though, and maybe even make it so that the number of available favorites slots increases with your level. I also plan to have a history system, so you can cast any of your last few spells (maybe 5?) quickly.
Like that. EDIT: Couldn't post today. Will try again tomorrow.
EDIT 2: Argh... I will just post suggestions as they come to me, which may take forever.
His world shalt be entered on the day of legends.
Current avatar: Imp from Media Molecule's own Dreams
#TeamRowlet #TeamSun
FF14: Gold Zephzellian World: Zalera
My Characters
Hi! This is me, hello!
I'm Vevos! HIS INNER DEMON.
Get out! I'm Alice!
Hey! I'm Draco!
Please help my Pokemon grow: http://pfq.me/GoldHero101
Looking forward to something like this, I've seen one or two posts with similar base concepts, but almost all of them were just fan-game-y.
The main concept (chat based "commands") Isn't too complicated, you just need a few event subscribers set up on the chat. (I've done this before), but i do enjoy this concept. Hoping for a download soon.
...
Seems like a really awesome idea! I am currently working on my own magic mod(I haven't finished it to the point where it is ready to make a post yet) and I'm glad that other people are making magic mods that are innovative and different.
Hi! It would be cool if you could check out my youtube channel! https://www.youtube.com/user/machinespray
An old MMO known as Tibia used this sort of spell casting system.
It wasn't modular, though. Each spell was predefined, but it was grammar based. You had to type out the spells in chat to cast them (and could also be keybound for quicker use).
Here's some recommendations:
Add an additional spell modifier for strength. A spell like Utevo Lux would cast light. Utevo Gran Lux would cast light that extends much further and is much brighter. So, Gran is the strength modifier.
This MMO I'm referring to also had a spellbook, so all spells you learned were added to the book. Similarly, you could have a book that lists all known modifiers and words, and allow players to build and list their favorites on the first page, or be able to bookmark certain pages.
You should also include a rune system.
Players can craft blank runes out of stone and some other magic item or process.
Then, a player can cast their spell onto the rune. It infuses the spell into the rune so that anyone can use it, even if you don't know the words to the spell.
There should be limits to the runes, though.
Look up Tibia and its spell casting system to draw ideas from it.
The system actually isn't chat based, but it follows a similar idea. Still, thanks! I'm hoping to have it functional enough for a showcase video soon.
Thanks!
Thanks for the idea! I've never actually heard of Tibia, I'll look into it. I had thought of using something like your rune idea, but I'm not sure... I want to avoid "casting items" if at all possible.
Thanks for the kind comments! Haven't heard of that one either, I'll look into it. And yeah, the pre-programmed spell problem is the one I want to fix - it's also the one that's currently making the mod far from usable.
I was wondering if you're going to use the traditional mana system or take a route similar to Lichdom: Battlemage and exclude all limitations. Also, I think you should include an in-depth "magical smithing" system to replace vanilla enchanting. Like how Brisingr was forged.
Yes, there will be a mana system. And that's an interesting idea... I may take a look into how to do that =)
Here's some ideas:
XP based. Make each spell modifier/word require a base number of XP (or an XP multiplier). So, say spells use 3 words. Word 1 = 50 XP. Word 2 = x2 XP. Word 3 = +100 XP. So, casting the spell requires 50x2+100, or, 200 XP.
Casting the spell consumes the XP.
Learning new words could be eureka based, meaning that you have to use certain spell modifiers several times, and a similar but different word will be learned.
Or, just make some progression tech tree system, where you have to research and read lore books or something.
Voice Activated
Players will be able to speak into their mic to say the spell. Might be very difficult to implement, especially since you have to compensate for accents, mic quality, etc. Perhaps allow players to 'train' the voice recognition by selecting the spell word, then saying the spell word 3 times, so it records the user's unique voice.
Chat Activated
Typing the spell words in chat will cast the spell. Returns messages if successful, or if the spell fails and fizzles due to misspelling and incorrect grammar use.
GUI Casting
Create some sort of rapidly flowing GUI. A player can press a keybind to bring up a list of words that is projected in front of their character in the real world (instead of locking them into a GUI). They use their mouse to hover over the first word, which then branches to the second word - they select the second word, and the tertiary words branch from it.
The GUI has to flow so spell casting is rapid and intuitive. Attach icons to the words. Automatically link words that work to each other.
Rune Casting
Runes work differently. A caster can bind spells to runes. They craft the runes using mundane materials like stone.
When a caster binds a spell to a rune, it consumes the same amount of XP as the original spell. Now the player can use the rune. However, there is a limitation to using runes - you must have a certain amount of XP relative to the cost of the rune when it was created. So, say a caster spent 200 XP making a rune, and gives it to another player. That other player could require 200 XP to use it, but no XP is actually consumed when used.
This gives players the ability to prepare spells ahead of time.
You could also add some other form of limitation to rune casting, like X number of runes per day, or a soul system. Players have, say, 100 soul points. Each time they cast a rune, 1 SP is used. SP regenerates when you have XP, and more XP means it regenerates faster. Or make it static, like 1 SP per minute, or Minecraft day, or something.
Thanks for the suggestions! I already have a mana system in place, so the XP system really isn't necessary. I already have some plans for how words will be learned. Voice recognition is a planned feature assuming I can pull it off. Chat activation is a thought, but I think having a separate system will mesh with my original idea of the mod better. I plan to have some "battle flow" things, like a favorites system, but that particular way is an idea. And the runes idea is cool, but I want to avoid "casting items" if at all possible.
Item-less spellcasting? Custom spells? Dang... sounds like my dream mod.
Would the spellcasting be like Ars Magica but more fleshed-out? An esoteric programming language? Or... something else? Hmmm....
The spellcasting will be similar to Ars Magica, but spells will be created on the fly rather than saved, and it will be much more flexible. It does, however, use a similar system of shapes, effects, and modifiers.
I suggest you change the name of this mod, because there is a game with the name Magicka...
I know. And honestly, I don't care. They're unrelated, it's hardly a copyrighted name, and there's no reason not to use it.
There are mods called A Game of Thrones, there are tons of mods that uses copyrighted names without issues, and that's because the mods are free so no point in prosecute them
Exactly. I don't honestly care what else happens to use the same name.
Sorry for late comment, But it would be cool if there was a "Word Book", that stores each words that you used, and tells what they do...
Question: Is this still alive and well? I do not want to see a mod like this die out.
thank you for your consideration,
-Enderborn