Stendhal/StatusEffects/Implementation: Difference between revisions

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Created page with "= Player Resistance = * Player has a keyed status slot where status can be added/removed. ** "key" is status name and "value" is the resistance value (0-100 or 0.0 to 1.0). ..."
imported>AntumDeluge
 
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= Player Resistance =
= Player Resistance & Status =


* Player has a keyed status slot where status can be added/removed.
* Player has a keyed slot (status_resistance(s)) where status can be added/removed.
** "key" is status name and "value" is the resistance value (0-100 or 0.0 to 1.0).
** "key" is status name and "value" is the resistance value (0-100 or 0.0-1.0).


* Creature has keyed status slot for attacks.
* Creature has keyed status slot (status_attack) for attacks.
** "key" is status name and "value" is probability of status being applied to player.
** "key" is status name and "value" is probability of status being applied to player.


* Player's resistance value is applied to creature's status probability during attack.
* Player's resistance value is applied to creature's status probability during attack.

* Player has a second keyed slot (status) that carries the current statuses of the player.
** "key" is status name and "value" is duration of status.
** Each turn the key is checked and resulting action applied.

* Slots should be saved to the database so status and resistance are not lost at logout.

= Creature Resistance & Status =

* The same can be applied reversed. Players can have "attack" slots and creatures "resistance".
** Allows players to inflict status effects on creatures.

= Indicators =

With multiple status effects it would be a good idea to rework how statuses are indicated to the player. Too many icons overlaying the character sprite could be problematic. It might be a good idea to only show icons in the area of the client dedicated to stats. Or icons could be shown in a corner of the client display area.

[[ File:Status_indicator_mockup.png ]]