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A new wizard ritual, New apprentice "Wild Magic" school with two random spells

Open EvilDragonfiend opened this issue 2 years ago • 8 comments

About The Pull Request

Adds a new wizard rituals

  • Wild Magic Manipulation Multiply your current spell points by 70%(round down), and use them all to random spells/items. Wizard version of surplus crate. Once you cast this ritual, all of your stuff are not refundable. I tested some cases with double(10 to 20 SP), and 20 spell points are a bit broken because there aren't much wizard stuff not like how many traitor items exist. So, I think 17 SP for random stuff is enough.

Also, adds invocation shout to rituals. This does nothing generally, but ghosts now can notice wizard has cast a ritual.

and new apprentice type

  • Wild Magic school (apprentice) They get 2 random spells. How can random go worse?

Why It's Good For The Game

New feature good. important things are written above already.

Testing Photographs and Procedure

Screenshots&Videos

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new rituals (ignore chaotic oath. it's removed from the frist PR idea)


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Wild magic manipulation results something wild, but can possibly screw you up the difference from traitor surplus for this is that they can try random stuff when they have no idea what to buy when spell points are left.


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spells from wild magic are not refundable


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the spell book no longer accepts refunding


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random apprentice


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apprentice with two random spells

Changelog

:cl: add: New wizard ritual - Wild Magic Manipulation. Simply, Wizard version of Surplus crate. Your spell points are multiplied by 70%(round down) and You get random spells and items, including any available ritual. add: New wizard apprentice - Wild Magic school. They get 2 random wizard spells. add: Wizard rituals now let the wizards say spell words. It's actually nothing, but a flavor for ghosts observing a wizard refactor: minor change to wizard related description for codewise fix: curse of madness is not revertable when you have a window to write your mad message. This won't let you get free +4 spell points when wild magic picked curse of madness. /:cl:

EvilDragonfiend avatar Aug 05 '22 14:08 EvilDragonfiend

  • Chaotic Oath Claim yourself not to be murderbone, and your escalation policy is now antagonist instead of murderbone. Get 4 more spell points. This is incentive to wizards who're going to crazy, but not just being all-day murderbone.

This sounds like a nightmare honestly, if your ability needs an admin to be present to work properly then perhaps it isn't the best idea

Penwin0 avatar Aug 05 '22 15:08 Penwin0

  • Chaotic Oath Claim yourself not to be murderbone, and your escalation policy is now antagonist instead of murderbone. Get 4 more spell points. This is incentive to wizards who're going to crazy, but not just being all-day murderbone.

This sounds like a nightmare honestly, if your ability needs an admin to be present to work properly then perhaps it isn't the best idea

Or I can reverse it. Make the wizard antagonist and they get 14 spell points, and ritual of murderbone changes them to be murderbone and allows them to buy some dangerous spells/items like demon bottles. lol

EvilDragonfiend avatar Aug 05 '22 15:08 EvilDragonfiend

Claim yourself not to be murderbone, and your escalation policy is now antagonist instead of murderbone. Get 4 more spell points. This is incentive to wizards who're going to crazy, but not just being all-day murderbone.

We want to have as little moderation required as possible and adding ability that explicitly requires moderation is not a great idea. Rework it to handicap wizard in some way instead - for example restrict his ability to get "murder" spells and weapons so he has to take a more creative approach to ruining the station(curse everyone with animal masks and brain traumas or perhaps create an army of minions to do his bidding rather than shot everyone with fireballs/ instagib)

FriendlyContractor avatar Aug 05 '22 15:08 FriendlyContractor

Yea that ritual is a bad idea like has been said already. (not to mention that we make policy not some coders pr)

i like the idea of the other one, though it'd probabbly need some experimentation for balance, as most wiz spells are somewhat good. Way less potential to get useless duplicates and grabage when compared to traitor lootbox.

llol111 avatar Aug 05 '22 16:08 llol111

  • Chaotic Oath Claim yourself not to be murderbone, and your escalation policy is now antagonist instead of murderbone. Get 4 more spell points. This is incentive to wizards who're going to crazy, but not just being all-day murderbone.

Unsolicited non-headmin, non-staff opinion:

A PR doesn't write policy. Headmins do. CL is highly misleading like this.

mcmeiler avatar Aug 05 '22 17:08 mcmeiler

i hate when ideasguys learn to code

zeskorion avatar Aug 05 '22 17:08 zeskorion

i hate when ideasguys learn to code

Posting a PR is better than ideaguys to hear solid opinions, and that sounds very offensive.

EvilDragonfiend avatar Aug 05 '22 17:08 EvilDragonfiend

Yea that ritual is a bad idea like has been said already. (not to mention that we make policy not some coders pr)

i like the idea of the other one, though it'd probabbly need some experimentation for balance, as most wiz spells are somewhat good. Way less potential to get useless duplicates and grabage.

  • Chaotic Oath Claim yourself not to be murderbone, and your escalation policy is now antagonist instead of murderbone. Get 4 more spell points. This is incentive to wizards who're going to crazy, but not just being all-day murderbone.

Unsolicited non-headmin, non-staff opinion:

A PR doesn't write policy. Headmins do. CL is highly misleading like this.

Yes, It's putting a silly idea with actual ones, and I am willingly gonna remove that since it's true that it's really silly. (and I need to sleep. the fix will be done later.)

EvilDragonfiend avatar Aug 05 '22 17:08 EvilDragonfiend