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Wizard VR

Posted: Tue Nov 20, 2018 7:50 pm
by srifenbyxp
Lets have it?

Re: Wizard VR

Posted: Mon Nov 26, 2018 12:57 am
by Drynwyn
IIRC, spells are stored in the mind, and minds are constant between VR and real world. So a wizard VR might be a pain in the ass to code.

Re: Wizard VR

Posted: Mon Nov 26, 2018 2:48 am
by Shadowflame909
Drynwyn wrote:IIRC, spells are stored in the mind, and minds are constant between VR and real world. So a wizard VR might be a pain in the ass to code.
I'm pretty sure Wizard VR was supposed to be a thing. So a PR was added to make it so that skills don't pass around.

It's why in the syndicate simulator you can use CQC without knowing it outside of VR.

So It's already possible. It's just a matter of when.

Re: Wizard VR

Posted: Mon Nov 26, 2018 3:22 am
by somerandomguy
They did change it to only keep ckey (but it was to fix a number of bugs rather than for wiz VR) so this is totally possible

Re: Wizard VR

Posted: Mon Nov 26, 2018 5:21 am
by Floiven
Wizard duels would be pretty fun.

Re: Wizard VR

Posted: Wed Nov 28, 2018 9:19 pm
by Drynwyn
somerandomguy wrote:They did change it to only keep ckey (but it was to fix a number of bugs rather than for wiz VR) so this is totally possible
Oh, neat.

Re: Wizard VR

Posted: Wed Nov 28, 2018 9:25 pm
by Gun Hog
I imagine that you need either a "VR Safe" spellbook or have pre-set spell allotments to avoid shenanigans such as Summon Guns/Magic/Ghosts, (S)Laughter Demons, Teleportation, and apprentices.

Re: Wizard VR

Posted: Wed Nov 28, 2018 10:25 pm
by somerandomguy
Gun Hog wrote:I imagine that you need either a "VR Safe" spellbook or have pre-set spell allotments to avoid shenanigans such as Summon Guns/Magic/Ghosts, (S)Laughter Demons, Teleportation, and apprentices.
not much of an issue seeing as that was done for uplinks (otherwise you could get a frame cart, load it up, and devolve the round into chaos with infinite TC)