Ideas for Stendhal/Magic: Difference between revisions

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* Spells should be configurable via XML {{done}}
* Spells should be configurable via XML {{done}}
** works so far see light.xml for example in [http://arianne.cvs.sourceforge.net/viewvc/arianne/stendhal/data/conf/spells/light.xml?revision=1.3&view=markup CVS]
** works so far see light.xml for example in [http://arianne.cvs.sourceforge.net/viewvc/arianne/stendhal/data/conf/spells/light.xml?revision=1.3&view=markup CVS]
* Spells should follow the natures defined via the former DamageType
* Spells should follow the natures defined via the former DamageType {{done}}
* Spells have limitations
* Spells have limitations
** limited casting frequency (cool down time)
** limited casting frequency (cool down time){{done}}
** wearing special equipment
** wearing special equipment{{done}} (example in code)
** spells should need knowledge to learn for casting them
** spells should need knowledge to learn for casting them
* Spells are separated into 2 parts:
* Spells are separated into 2 parts:
** The spell itself defining nature, mana use, cool down time and other possible prerequisites like equipment
** The spell itself defining nature, mana use, cool down time and other possible prerequisites like equipment {{done}}
** Spell's effect defining what the spell does i.e. a simple healing spell just uses a healing effect that could be reused for a mass healing spell affecting all players in range
** Spell's effect defining what the spell does i.e. a simple healing spell just uses a healing effect that could be reused for a mass healing spell affecting all players in range {{done}}
* Spells use mana
* Spells use mana
** necessary attributes called mana and base_mana are already there
** necessary attributes called mana and base_mana are already there {{done}}
* Mana should be regenerated
* Mana should be regenerated
** via potions
** via potions

Revision as of 14:11, 22 October 2011


Ideas for Stendhal

Mostly implemented


Related pages

Previous discussions from meetings

Design ideas / Requirements

  • Spells should be configurable via XML
    • works so far see light.xml for example in CVS
  • Spells should follow the natures defined via the former DamageType
  • Spells have limitations
    • limited casting frequency (cool down time)
    • wearing special equipment (example in code)
    • spells should need knowledge to learn for casting them
  • Spells are separated into 2 parts:
    • The spell itself defining nature, mana use, cool down time and other possible prerequisites like equipment
    • Spell's effect defining what the spell does i.e. a simple healing spell just uses a healing effect that could be reused for a mass healing spell affecting all players in range
  • Spells use mana
    • necessary attributes called mana and base_mana are already there
  • Mana should be regenerated
    • via potions
    • slowly when no attacks are aiming at the player

Spell Ideas

  • Light
    • Heal - Healing yourself or multiple players around
    • Shield of Light - Increase defense for some time
  • Dark
    • Drain - Draining health from the enemy to heal yourself
  • Ice
    • Freeze - Slow down an enemy for some time
    • Snow Storm - Push away enemies
  • Fire
    • Fire ball - Ranged attack on one enemy
    • Explosion - Ranged attack on several enemies + pushing away the enemies around ( + damaging yourself a bit)

Open Issues

  • Learning Spells
  • Necessary Equipment
  • Graphics for Spells? Spellbooks?
  • Client integration?

TODO

  • effects should be configured in XML instead of subclassing Spell
  • instead of subclasses of spell defining separate preconditions for a spell the effects should do that