Implementing Poison in Stendhal: Difference between revisions
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* '''Should it stack?''' |
* '''Should it stack?''' |
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** As is monsters can stack poison against players. Will this trait be too over powered for players? |
** As is monsters can stack poison against players. Will this trait be too over powered for players? |
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***I believe it won't be overpowered if each weapon can only have one coat of poison on it at any time. Poisons can be treated as a property of an item, similar to atk or def, except as either true/false, 0/1, or yes/no, so poison cannot be added to a weapon that already has it. So new properties could be if the weapon has poison, and what type of poison it is. Combat could check for poison, and then apply the right effect. For instance a weapon with mega poison could have properties like this: Poisoned:1 P_type:5. It could be shown in the description as Poisoned [*****] with five stars. |
***I believe it won't be overpowered if each weapon can only have one coat of poison on it at any time, and they require an amount of time to apply, similar to skills like fishing or coal mining. Poisons can be treated as a property of an item, similar to atk or def, except as either true/false, 0/1, or yes/no, so poison cannot be added to a weapon that already has it. So new properties could be if the weapon has poison, and what type of poison it is. Combat could check for poison, and then apply the right effect. For instance a weapon with mega poison could have properties like this: Poisoned:1 P_type:5. It could be shown in the description as Poisoned [*****] with five stars. |
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** If we remove the trait is it still fun, and worth the effort for players to use? |
** If we remove the trait is it still fun, and worth the effort for players to use? |
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*** Depends on how effective the poison will be with or without the ability to stack. The values of the poison can be modified, since they have no impact in-game right now. I'm concerned about the stacking ability when it comes to arrows. It doesn't seem logical to poison a bow like a melee weapon, so its more logical to poison the arrows. However, poisoning one arrow with a whole bottle doesn't seem reasonable. It would be more logical to poison a bunch of arrows with one bottle, but ranged is already powerful as it is. If many arrows could be poisoned at once, combined with a stacking poison, it could make ranged overpowered. Instead, 2 arrows could be fully coated from tip to tail at a time, and provide the highest chance of inflicting poison. Next would be daggers, then swords, axes, and finally clubs. It would detect the weapon type based on the name of the weapon, "bow", "shuriken", "dagger", "sword" or "blade", "axe" or "scythe", "hammer" or "staff", and use that to determine the chance of inflicting poison. |
*** Depends on how effective the poison will be with or without the ability to stack. The values of the poison can be modified, since they have no impact in-game right now. I'm concerned about the stacking ability when it comes to arrows. It doesn't seem logical to poison a bow like a melee weapon, so its more logical to poison the arrows. However, poisoning one arrow with a whole bottle doesn't seem reasonable. It would be more logical to poison a bunch of arrows with one bottle, but ranged is already powerful as it is. If many arrows could be poisoned at once, combined with a stacking poison, it could make ranged overpowered. Instead, 2 arrows could be fully coated from tip to tail at a time, and provide the highest chance of inflicting poison. Next would be daggers, then swords, axes, and finally clubs. It would detect the weapon type based on the name of the weapon, "bow", "shuriken", "dagger", "sword" or "blade", "axe" or "scythe", "hammer" or "staff", and use that to determine the chance of inflicting poison. |
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