Post by vilhazarog on Mar 22, 2006 22:06:23 GMT -5
Someone had me put up my telnet version of Spellcaster to check out, so the rest of you can telnet in and check it out as well. If nothing else just hang out and chat. You can get there via 'telnet tcp.com 7117'. Or you can use your favorite mud client, should work fine, I'm using tinyfugue. Feel free to log in and mess around. Some of the spells might be broken, I've done a major refactoring and haven't had a chance to retest everything, so chances are if you mess around long enough it will crash.
The major differences from Warlocks currently are:
No maladroit
No new Blindness
No new Timestop
Haste is different. There is no 'haste round'. You simple specify your normal gestures, your hasted gestures, then submit your turn... Both sets of gestures happen in the same turn, so you could potentially cast five spells in one round (two on the left, two on the right, one banked)
Stab is 'X' not '>', Nothing is 'N' not '-' (easy to change if this bothers people)
Monsters don't attack on the turn they are summoned
Monsters can't be targeted/damaged the turn they are summoned
Permanency and Delay don't have an interface for specifying what spell is is perm/delayed.... so currently it is the first perm/delayable spell you cast, and if you cast spells on both hands in one turn, it's the one on the left. (I know this is lame, I just haven't gotten around to how to say what to do here)
Can't target Nobody.
Default targeting isn't done yet, so all spells default to yourself.
Invis/blindess don't hide the players gestures (major defect, I know, hard to fix so I left it for last)
RaiseDead (DWWFWC): Cast on a corpse, raises the wizard/monster from the dead, with full hps. Cast on a wizard/monster, gives wizard/monster 5 hps healed. Special effect: If the 5hps heal is not enough to keep the wizard alive (due to massive damage, disease, poison or FoD) the wizard is raised from the dead to full hps.
.... and possibly other stuff. Have fun!
The major differences from Warlocks currently are:
No maladroit
No new Blindness
No new Timestop
Haste is different. There is no 'haste round'. You simple specify your normal gestures, your hasted gestures, then submit your turn... Both sets of gestures happen in the same turn, so you could potentially cast five spells in one round (two on the left, two on the right, one banked)
Stab is 'X' not '>', Nothing is 'N' not '-' (easy to change if this bothers people)
Monsters don't attack on the turn they are summoned
Monsters can't be targeted/damaged the turn they are summoned
Permanency and Delay don't have an interface for specifying what spell is is perm/delayed.... so currently it is the first perm/delayable spell you cast, and if you cast spells on both hands in one turn, it's the one on the left. (I know this is lame, I just haven't gotten around to how to say what to do here)
Can't target Nobody.
Default targeting isn't done yet, so all spells default to yourself.
Invis/blindess don't hide the players gestures (major defect, I know, hard to fix so I left it for last)
RaiseDead (DWWFWC): Cast on a corpse, raises the wizard/monster from the dead, with full hps. Cast on a wizard/monster, gives wizard/monster 5 hps healed. Special effect: If the 5hps heal is not enough to keep the wizard alive (due to massive damage, disease, poison or FoD) the wizard is raised from the dead to full hps.
.... and possibly other stuff. Have fun!