Ideas for Stendhal/Magic: Difference between revisions
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** Fire ball - Ranged attack on one enemy |
** Fire ball - Ranged attack on one enemy |
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** Explosion - Ranged attack on several enemies + pushing away the enemies around ( + damaging yourself a bit) |
** Explosion - Ranged attack on several enemies + pushing away the enemies around ( + damaging yourself a bit) |
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== Learning Spells == |
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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. |
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* Quest ideas: |
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** Dark |
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** Light |
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** Fire |
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** Ice |
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== Open Issues == |
== Open Issues == |
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Revision as of 16:19, 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 idea
- 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
- Spells use mana
- Mana should be regenerated
- via potions
- slowly when no attacks are aiming at the player
- Client Integration
- 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
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)
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:
- Dark
- Light
- Fire
- Ice
Open Issues
- Necessary Equipment
- Graphics for Spells? Spellbooks?
- Client integration?
- Balancing!
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
- develop quests to learn magic (one per nature)
- dark
- light
- fire
- ice
- Check if SellerBehaviour could deal with spells