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}} |
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** 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] |
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* Spells should follow the natures defined via the former DamageType |
* Spells should follow the natures defined via the former DamageType {{done}} |
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* Spells have limitations |
* Spells have limitations |
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** limited casting frequency (cool down time) |
** limited casting frequency (cool down time){{done}} |
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** wearing special equipment |
** wearing special equipment{{done}} (example in code) |
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** spells should need knowledge to learn for casting them |
** spells should need knowledge to learn for casting them |
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* Spells are separated into 2 parts: |
* Spells are separated into 2 parts: |
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** 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}} |
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** 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}} |
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* Spells use mana |
* Spells use mana |
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** necessary attributes called mana and base_mana are already there |
** necessary attributes called mana and base_mana are already there {{done}} |
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* Mana should be regenerated |
* Mana should be regenerated |
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** via potions |
** via potions |
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Revision as of 14:11, 22 October 2011
Ideas for Stendhal
- RP Proposal with Skills
- RP Refactoring
- Character Classes
- Items
- Magic
- Effects
- Pets and sheep
- Alchemy and Crafting
- Upgrading weapons
- Temp. stats increase
- Containers
- Item Deterioration
- Player vs. Player Challenges
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
- Spells are separated into 2 parts:
- Spells use mana
- 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