From 516d77dd6e6f51495269bc62b8c2a09f1c8c76d7 Mon Sep 17 00:00:00 2001 From: Eino Keskitalo Date: Wed, 16 Dec 2009 16:43:43 +0200 Subject: Move spl-dat.txt to docs/obsolete, remove docs/historical. Signed-off-by: Eino Keskitalo --- crawl-ref/docs/historical/spl-data.txt | 124 --------------------------------- crawl-ref/docs/obsolete/spl-data.txt | 124 +++++++++++++++++++++++++++++++++ 2 files changed, 124 insertions(+), 124 deletions(-) delete mode 100644 crawl-ref/docs/historical/spl-data.txt create mode 100644 crawl-ref/docs/obsolete/spl-data.txt (limited to 'crawl-ref/docs') diff --git a/crawl-ref/docs/historical/spl-data.txt b/crawl-ref/docs/historical/spl-data.txt deleted file mode 100644 index 7927d752da..0000000000 --- a/crawl-ref/docs/historical/spl-data.txt +++ /dev/null @@ -1,124 +0,0 @@ -Note: removed from spl-data.h on 3-Nov-2009. - -/* - XXX: Some of these notes are obsolete now! - - In case anyone ever wants to add new spells, or just understand my reasons - for putting a particular spell into a particular type, read on: - - Guidelines for typing spells - - Conjuration - This type has a near monopoly on effective and relatively risk-free combat - spells. All other types of combat spells are either indirect (enchantments), - risky/detrimental/not versatile (necromancy) or just plain crappy (burn and - freeze), although smiting is not too bad. - Conjuration spells all involve the magical creation of matter and/or energy - (which are the same thing anyway, right?). They are distinguished from - summoning spells in that they do not involve the summoning of an entire - creature from another place. - - Enchantment - These spells mostly cause some kind of durational effect, which lasts only - until the magic wears off. Enchantments are distinguished from - transmutations in that the latter cause a permanent alteration in something - which persists even after the magic has faded, while the effects of the - former last only so long as the magic does. Sometimes enchantments may take - advantage of the more powerful aspects of transmutation to induce some - kind of radical change (eg polymorph). - Some enchantments would also fall under the description of 'meta-magic' - spells, like Selective Amnesia and Remove Curse (and if I ever implement - Dispel Magic, it will be an enchantment). - It is possible that some divinations could be retyped as - divination/enchantment, as they appear to be primarily concerned with - detecting enchantments. Detect Curse and Identify are what I'm thinking - of here. - - Fire and Ice - These are quite obvious. I'm trying to keep these two balanced with each - other, but it can be difficult. I have to weigh up some useful fire spells, - like Sticky Flame, Fireball, Ring of Flames and Firestorm, and the fact that - Fire wizards have an advantage when summoning fire elementals by either - spell or device, with the also quite useful Refrigeration, Ice Armour and - Freezing Cloud. Ice wizards don't have a corresponding advantage with - water elementals, because water and ice are two different things (ice is not - necessarily water ice, for example). - Generally, Fire spells tend towards chaos, disorder and entropy, while - Ice spells tend towards order and stasis. But these trends are rather - underdeveloped at the moment. - Note that just about the only reason one would ever choose an ice or fire - wizard over a conjurer would be the resistance gained at level 12. - Especially because having a fire specialisation basically removes any chance - of ever using ice spells effectively, and vice versa. - - Transmutation - See enchantments. - - Necromancy - This is the fun stuff. Necromancy is a mixed bag of many and various - different kinds of spells, with a few common themes: - -Differentiation of living, dead and undead. Some necromancy affects only - the living (pain, vampiric draining, etc.), some affects only the dead - (animate dead, twisted resurrection, etc.), and some affects only undead - (dispel and control undead). - -Actual or potential harm: eg risk in Death's Door, hp loss with Pain, - disease with summon greater undead, etc. Also loss of potential experience - gain with bolt of draining and degeneration. - -Material components are central to many of the spells. - -Some spells duplicate effects of other types, but do so in a different - (neither superior or inferior) way. Eg bone shards is a very powerful spell - for only 3 magic points, but requires preparation. Also, necromantic - healing spells are different and more idiosyncratic than holy healing. - Although regeneration is usually less useful than lesser healing and is - level 3 instead of 2, it can be cast before combat (when 1 turn spent - casting is less important), and is affected by extension. - -Generally unholy theme of spells (I mean, Twisted Resurrection?). - - Holy - The Holy type is also fairly various, but is rather less interesting than - necromancy (after all, priests are better at fighting than necromancers). - Holy spells do things like driving off undead and healing. Note that I - consider item stickycursing to be more of an issue for enchantments rather - than holy magic, which is why remove curse is enchantment. - - Summoning - These spells involve bringing a creature from somewhere else (possibly on - another plane of existence) to this world to do battle for the caster. Some - future summonings could potentially be combination conjuration/summoning - spells, eg the ball lightning spell I keep planning to implement. - Also, potential exists for some risky high-level spells, maybe demon - summoning? - - Divination - These spells provide information to the caster. A diviner class would be - possible (and having detect curse and identify would be very handy), but - would be extremely difficult to play - there is no potential in this type - for combat spells. - - Translocation - Translocation spells deal with teleportation etc, also interplanar travel - (eg Banishment, and the planned Gate spell). - It is possible that I may give summoners some special access to trans- - locations due to the obvious similarities. - - Poison - These spells all involve poison. Most are also conjurations. - I don't plan to implement a 'Poisoner' class, as it would become unplayable - deep in the dungeon where most monsters are poison resistant. - - Your skill for a spell is effectively the average of all schools used in it. -*/ - -/* - * When adding enchantments, must add them to extension as well! - * - * spells to do: - * Contingency? - * Trigger contingency - * Preserve Corpses - * Permanency - * Explosive rune? - * Fennel wands - * More summonings! - */ - diff --git a/crawl-ref/docs/obsolete/spl-data.txt b/crawl-ref/docs/obsolete/spl-data.txt new file mode 100644 index 0000000000..7927d752da --- /dev/null +++ b/crawl-ref/docs/obsolete/spl-data.txt @@ -0,0 +1,124 @@ +Note: removed from spl-data.h on 3-Nov-2009. + +/* + XXX: Some of these notes are obsolete now! + + In case anyone ever wants to add new spells, or just understand my reasons + for putting a particular spell into a particular type, read on: + + Guidelines for typing spells + + Conjuration + This type has a near monopoly on effective and relatively risk-free combat + spells. All other types of combat spells are either indirect (enchantments), + risky/detrimental/not versatile (necromancy) or just plain crappy (burn and + freeze), although smiting is not too bad. + Conjuration spells all involve the magical creation of matter and/or energy + (which are the same thing anyway, right?). They are distinguished from + summoning spells in that they do not involve the summoning of an entire + creature from another place. + + Enchantment + These spells mostly cause some kind of durational effect, which lasts only + until the magic wears off. Enchantments are distinguished from + transmutations in that the latter cause a permanent alteration in something + which persists even after the magic has faded, while the effects of the + former last only so long as the magic does. Sometimes enchantments may take + advantage of the more powerful aspects of transmutation to induce some + kind of radical change (eg polymorph). + Some enchantments would also fall under the description of 'meta-magic' + spells, like Selective Amnesia and Remove Curse (and if I ever implement + Dispel Magic, it will be an enchantment). + It is possible that some divinations could be retyped as + divination/enchantment, as they appear to be primarily concerned with + detecting enchantments. Detect Curse and Identify are what I'm thinking + of here. + + Fire and Ice + These are quite obvious. I'm trying to keep these two balanced with each + other, but it can be difficult. I have to weigh up some useful fire spells, + like Sticky Flame, Fireball, Ring of Flames and Firestorm, and the fact that + Fire wizards have an advantage when summoning fire elementals by either + spell or device, with the also quite useful Refrigeration, Ice Armour and + Freezing Cloud. Ice wizards don't have a corresponding advantage with + water elementals, because water and ice are two different things (ice is not + necessarily water ice, for example). + Generally, Fire spells tend towards chaos, disorder and entropy, while + Ice spells tend towards order and stasis. But these trends are rather + underdeveloped at the moment. + Note that just about the only reason one would ever choose an ice or fire + wizard over a conjurer would be the resistance gained at level 12. + Especially because having a fire specialisation basically removes any chance + of ever using ice spells effectively, and vice versa. + + Transmutation + See enchantments. + + Necromancy + This is the fun stuff. Necromancy is a mixed bag of many and various + different kinds of spells, with a few common themes: + -Differentiation of living, dead and undead. Some necromancy affects only + the living (pain, vampiric draining, etc.), some affects only the dead + (animate dead, twisted resurrection, etc.), and some affects only undead + (dispel and control undead). + -Actual or potential harm: eg risk in Death's Door, hp loss with Pain, + disease with summon greater undead, etc. Also loss of potential experience + gain with bolt of draining and degeneration. + -Material components are central to many of the spells. + -Some spells duplicate effects of other types, but do so in a different + (neither superior or inferior) way. Eg bone shards is a very powerful spell + for only 3 magic points, but requires preparation. Also, necromantic + healing spells are different and more idiosyncratic than holy healing. + Although regeneration is usually less useful than lesser healing and is + level 3 instead of 2, it can be cast before combat (when 1 turn spent + casting is less important), and is affected by extension. + -Generally unholy theme of spells (I mean, Twisted Resurrection?). + + Holy + The Holy type is also fairly various, but is rather less interesting than + necromancy (after all, priests are better at fighting than necromancers). + Holy spells do things like driving off undead and healing. Note that I + consider item stickycursing to be more of an issue for enchantments rather + than holy magic, which is why remove curse is enchantment. + + Summoning + These spells involve bringing a creature from somewhere else (possibly on + another plane of existence) to this world to do battle for the caster. Some + future summonings could potentially be combination conjuration/summoning + spells, eg the ball lightning spell I keep planning to implement. + Also, potential exists for some risky high-level spells, maybe demon + summoning? + + Divination + These spells provide information to the caster. A diviner class would be + possible (and having detect curse and identify would be very handy), but + would be extremely difficult to play - there is no potential in this type + for combat spells. + + Translocation + Translocation spells deal with teleportation etc, also interplanar travel + (eg Banishment, and the planned Gate spell). + It is possible that I may give summoners some special access to trans- + locations due to the obvious similarities. + + Poison + These spells all involve poison. Most are also conjurations. + I don't plan to implement a 'Poisoner' class, as it would become unplayable + deep in the dungeon where most monsters are poison resistant. + + Your skill for a spell is effectively the average of all schools used in it. +*/ + +/* + * When adding enchantments, must add them to extension as well! + * + * spells to do: + * Contingency? + * Trigger contingency + * Preserve Corpses + * Permanency + * Explosive rune? + * Fennel wands + * More summonings! + */ + -- cgit v1.2.3-54-g00ecf