Ideas for Stendhal/Magic: Difference between revisions
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Revision as of 13:53, 31 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
Defining spells
- 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:
- 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

- Effects that temporarily affect entity's attributes need changes to other classes, as it seems more reasonable to store changes separately. For example an effect boosting a player's attack should not simply adjust the player's attribute but the method calculating atk should consider such additional effects
- The spell itself defining nature, mana use, cool down time and other possible prerequisites like equipment
Spell Ideas
- Light
- 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
- Unsorted from meeting discussions:
- Teleport away (to a random choice from preset locations)
- Freeze creature for short time
- Cloak of invisibility for short time
- Boost skills for short time
- Weaken creature
- Summon friendly creature
- Raise dead creature
- Revive player (i.e. if you are near corpse you can bring them back so they don't have to walk from afterlife - require confirm from dead player)
- Return to private house
- Make campfire
Learning Spells
Learning spells should be a two step thing. First you have to solve a quest and then you can learn spells from a wizard in exchange of money. There should be one quest per nature and the quests should be startable by the fitting wizard then. As a rough scheme the learning quests could be a combination of collector and kill quest. For example it could be like “bring 5 carbuncles and kill a red dragon” if a someone wants to learn about fire magic.
- Quest ideas:
There could be another quest, that enables the four other quests and rewards you with the necessary items like spellbook or magic wand. The starting NPC could also sell those items if you lost them after having solved that quest.
A shop for each nature is available after solving the learning quest for each nature. In those shops players will be able to buy new spells.
- Learning spells
- Quests per nature that allow player to buy spells from a shop
- Reward of those quests could be a first spell additionally to being allowed to buy
GUI integration
The client has to support casting spells in several ways. First of all there is need for displaying spells and functionality for casting and target selection. Furthermore it is desirable to add some visual effects for a casted spell and even more some sound effects for that.
As a very first step it is helpful to be able to test spells without having the full infrastructure available. So there is a script called SummonSpell to obtain spells for a player and there's also a simple slash command that enables a tester to cast a spell at a desired target.
- Client Integration
Allow early testing 
For being able to test as early as possible there is some code that enables to test the already implemented spells. There are basically three steps to consider:
- Equip the testing player with a spell via the script SummonSpell:
/script SummonSpell.class [character] [spell name]
- Provide mana to the testing player (first one rises the base value and second alter gives actual mana):
/alter [character] base_mana add 1000 /alter [character] mana add 1000
- Use spell via slash action cast (the spell id can be found in the attributes list when inspecting the spell in the spells panel - for example [id=22]):
/cast [spell id] [target name or id]
- Seeing spells client side needs the feature spells enabled for the testing player (keyed slot !features needs an entry for spells)
/script EnableFeature.class [character] spells
This can be undone by the DisableFeature script:
/script DisableFeature.class [character] spells
Graphic Ideas
Balancing
- Spells use mana
- Mana should be regenerated
- via potions
- slowly when no attacks are aiming at the player
- cooldown time

TODO
- add more spells and effects as examples
- extend entity classes with an entity based attribute value manipulator value effect
- add graphics for spells
- add spell book to client
- add graphics for magician's equipment
- develop quests to learn magic (one per nature)
- dark
- light
- fire
- ice
- Check if SellerBehaviour could deal with spells
