Tag Archives: spells

Spellcast System Redesign

Right now the spell casting system works as such: A script waits for a key to be pressed. When one is, it loops through the spells for a spell with a matching assigned key.  If a match is found, it begins waiting for the cast delay before turning on the targeting system. It works great. But it is wrong.

I am working on a new system that will allow you to assign a sequence of tasks to a key.

  1. Cast regenerate
  2. Wait for spell ready
  3. Target self

Update 9/4/2015

Change log:

  • Buff/Debuff Stat spells
  • Poison/Cure spells
  • Bug fixes
  • Refactoring

I wanted to say thank you to everyone reading this blog. I really appreciate seeing some interest in this project. I really hope I can open up some form of lines of communication with people that may be interested. I really don’t want to develop this in a vacuum. So please feel free to message me here or on twitter @magedules or @utilitron.


Currently working on:

  • Player intro (“interactive” menu)
  • Game mode concepts
  • Particle effect revamps
  • Bug fixes
  • Refactoring
  • Listing current matches

Update 8/21/2015

The past week has been a bit slow, progress wise. I have been working on making better particle effects, and procrastinating on a big change to the spell casting system, So, last night, I sat down and refactored the casting system so it will be easier to add in the cast delay associated with each spell. I also laid down the groundwork for displaying the words of power when a spell is cast.

Currently working on:

  • Poison/Cure
  • Words of power
  • Reworking the particles

Update 8/15/2015

Change log:

  • Removed Mana Bolt
  • Removed Arcane Blast
  •  Added Mana Blast
  • Added Heal
  • Implemented DirectEffect Spell system
  • Began Implementing AreaEffect Spell system

After a lot of consideration I have decided to stick closer to the UO spell system model I had outlined, and scrapped the model from the card game. Most of the stuff from the card game model would really only work if it was turn based.

What does this mean? I am dropping the 4 spell school and going with 1 set of spells all players will have access to. Additionally I will implement 3 skills: Magic Resist, Magic Amplification, and Magic Intensity. They will be able to be set between 0 and 100 point. With a maximum of 200 points between them. This, hopefully, will allow players to modify the way their character is played. As well as provide a balancing system.

Currently working on:

  • Implementing a delay for DirectEffect spells
  • Adding more spells