Ideas for Stendhal/Magic: Difference between revisions
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** via potions |
** via potions |
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** slowly when no attacks are aiming at the player |
** slowly when no attacks are aiming at the player |
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* Client Integration |
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** Small images to represent a spell |
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** GUI integration |
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*** Show spells |
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*** Cast spells |
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** Allow early testing {{done}} |
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*** Script SummonSpell to obtain a spell {{done}} |
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*** Slash action to cast a spell ''/cast'' {{done}} |
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*** Mana can be manipulated via ''/alter'' {{done}} (was already there) |
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== Spell Ideas == |
== Spell Ideas == |
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Revision as of 14:28, 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
- Client Integration
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