Ideas for Stendhal/Effects: Difference between revisions

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! Effect !! Client Side !! Server Side
! Effect !! Client Side !! Server Side
|-
|-
| heal over time || name, type || amount, frequency, how often?
| heal over time || name, type, world effect || amount, frequency, how often?
|-
|-
| damage over time || name, type || amount, frequency, how often?, source
| damage over time || name, type, world effect || amount, frequency, how often?, source
|-
|-
| buff / debuff || name, type || Example
| buff / debuff || name, type, value affected, world effect || ...
|-
|-
| cooldown || name, type || Example
| cooldown || name, type, affected, world effect || ...
|-
|-
| outfit || name, type || Example
| outfit || name, type, world effect || ...
|}
|}



Revision as of 10:48, 22 September 2012

Players, creatures and other entities can be temporarily under the influence of certain effects. For example a player will constantly heal at a certain rate, because he is already eating. Or a creature could be slowed down, because a player has casted a kind of freeze spell to it.

To fully support effects client and server side, we first need to consider, which properties are needed at which side and for which purpose. We also need to think about how an effect is applied when an effect of the same kind is already there, i.e. a player eats more than one meat.

TODO: table from photo

Effect Client Side Server Side
heal over time name, type, world effect amount, frequency, how often?
damage over time name, type, world effect amount, frequency, how often?, source
buff / debuff name, type, value affected, world effect ...
cooldown name, type, affected, world effect ...
outfit name, type, world effect ...


TODO: class diagram