SC Lecter
07-05-2008, 06:05 PM
The magic and science systems have been updated to support rituals and group experiments. That means some existing spells and experiments will be buggy if you try to perform them. At least until I update each individual spell and experiment to work with the new and improved code. I'll post here when it's safe to use the @cast and @conduct commands again.
Rituals
Each ritual will have a set of roles that must be filled. This set will be unique to each ritual for the most part except for the role "caster" which must be filled in every ritual that is performed. The "caster" role will automatically go to the person who initiates the ritual via the @cast command.
There is also an optional "extra" role which some rituals may use. This role can be filled by one person or multiple people as the extras represent a group. At one point, the extras may be required to take part in a dance or incantation. Generally, the more extras participating, the more powerful the ritual will be.
Rituals are initiated the same way as spells: the @cast command.
The caster places all ingredients and targets in the environment so all participants will have access to them.
The @cast command is inputted (ex: @cast "Rain Dance). The code checks th environment to make sure all ingredients are available (ex: camp fire object).
A check is done on everyone in the room to see if they know the ritual the caster is initiating. If they do, they will be asked to join (@yes/@no prompt).
Roles will be given out automatically as people join. If someone wants a specific role, the caster will need to let everyone know what order they need to join in.
If the caster is able to fill the needed roles, he or she will be given a @yes/@no prompt to accept/reject the current participants and their roles. If @yes is chosen, the ritual will begin. If @no is chosen, the ritual will abort... nothing lost, nothing gained.
Hopefully we'll have time at the next CDM to walk through a ritual :)
Rituals
Each ritual will have a set of roles that must be filled. This set will be unique to each ritual for the most part except for the role "caster" which must be filled in every ritual that is performed. The "caster" role will automatically go to the person who initiates the ritual via the @cast command.
There is also an optional "extra" role which some rituals may use. This role can be filled by one person or multiple people as the extras represent a group. At one point, the extras may be required to take part in a dance or incantation. Generally, the more extras participating, the more powerful the ritual will be.
Rituals are initiated the same way as spells: the @cast command.
The caster places all ingredients and targets in the environment so all participants will have access to them.
The @cast command is inputted (ex: @cast "Rain Dance). The code checks th environment to make sure all ingredients are available (ex: camp fire object).
A check is done on everyone in the room to see if they know the ritual the caster is initiating. If they do, they will be asked to join (@yes/@no prompt).
Roles will be given out automatically as people join. If someone wants a specific role, the caster will need to let everyone know what order they need to join in.
If the caster is able to fill the needed roles, he or she will be given a @yes/@no prompt to accept/reject the current participants and their roles. If @yes is chosen, the ritual will begin. If @no is chosen, the ritual will abort... nothing lost, nothing gained.
Hopefully we'll have time at the next CDM to walk through a ritual :)