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A lame foot

 
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Undean The Second



Joined: 21 Jan 2008
Posts: 221

PostPosted: Thu Mar 27, 2008 6:20 pm    Post subject: A lame foot Reply with quote

Where did this itme come from? It says a lame foot is an item, but I don't know where it came from. It's subtype is a spell so is there going to a spellcaster we can hire? If this is one of the spells he can cast is it used on another players animals cause I would never cast this on one of my animals.
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John



Joined: 09 Oct 2007
Posts: 392

PostPosted: Thu Mar 27, 2008 8:38 pm    Post subject: Re: A lame foot Reply with quote

Undean The Second wrote:
Where did this itme come from? It says a lame foot is an item, but I don't know where it came from. It's subtype is a spell so is there going to a spellcaster we can hire? If this is one of the spells he can cast is it used on another players animals cause I would never cast this on one of my animals.


So...this comes down to starting out expecting to make one game and ending up making another and how do you extend your previous code to make other things work.

We didn't intend to have magic and potions and things like that, but we added some and now they're in. The potions are items, but the modifiers the have are temporary so they're kind of like spells. The new spells coming in will be for the travel events and such you encounter so if your animal trips on a root, it may have a lame foot for a while. If bandits attack, you might be sick for a while or something like that.

At any rate, it's easier to view items and spells as the same thing so they are being combined, or perhaps I should say spells are being added to the items list. You won't be able to carry them around or make them, but they will affect you when things happen or when you do things.

When we add patterns for crafters to learn so you don't just know everything automatically, then the spells you learn (if we do magicians) will be done in the same ways as the crafters learning to make things.
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