Magic Lab?

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Enig
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Magic Lab?

Post by Enig » Tue Dec 18, 2007 6:45 pm

I had an idea and I wanted to run it past you fellows to see if it was feasible, or even desirable. Anyways! I was thinking of including something like an artificing lab, a scrying pool, or a summoning room or something, with all the necessary tools to augment these skills. The rooms would effect the PCs in them by raising the appropriate skills and there would be an NPC standing in front of them charging an entry fee, kind of like an innkeeper mob.

Thanks in advance for your responses! :)
Dalvyn
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Post by Dalvyn » Tue Dec 18, 2007 7:24 pm

That would most likely require a hard code update to enable temporary skill improvements in area code.
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Enig
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Post by Enig » Tue Dec 18, 2007 10:19 pm

I don't really know much about coding, scripting, and that whole mish-mash, but... Would it be possible to create a mob disguised as an item, something that would be in the room anyways like an alchemy table or something, and then have it cast a skill-enhancing spell on anyone who enters, without echos? Upon leaving, a dispel could be cast (also without echos!) that would remove the skill-enhacing effect. Because the cost of entry would be applied every time you entered the lab, and it would be fairly hefty (minimum of 10-20 plats), it couldn't be abused to get dispels.
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Japcil
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Post by Japcil » Tue Dec 18, 2007 11:27 pm

You can create an item and place progs on it, the progs are run by an invisible mob you dont see.
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Dalvyn
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Post by Dalvyn » Tue Dec 18, 2007 11:48 pm

Yes, but we would need to have those skill-enhancing spells available in the first place. :)

And adding new spells involve a change at the "hard code" level. Well, not really the hard hard code level, but it still requires access to the mud files and so on.
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Vibius
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Post by Vibius » Tue Dec 25, 2007 5:07 pm

I think that some kind of workaround might be possible, it would involve two mobs (Mob A & Mob B), two rooms (Room A & Room B) and "magic tools".

Upon giving a fixed amount of money (different for each magic tool, and each tool can be used for only a specific trade) mob A gives you the magic tool and moves you to room B where you can freely make use of that tool, but mob B will not leave you that room until you give him the tool, then he would move you to room A.
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Larethiel
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Post by Larethiel » Tue Dec 25, 2007 5:21 pm

Basically comparable to how it works with the special amulet of communication's shop in Darromar? The leaving-stuff like with the Inns that sell keys as in Tangled Trees or the Lucky Drunk.
Weit in der Champagne im Mittsommergrün,
dort, wo zwischen Grabkreuzen Mohnblumen blühn,
da flüstern die Gräser und wiegen sich leicht
im Wind, der sanft über das Gräberfeld streicht.
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