Ideas for Stendhal/Magic

From Arianne
Revision as of 14:25, 22 October 2011 by imported>Madmetzger (Design ideas / Requirements)
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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
    • limited casting frequency (cool down time) 
    • wearing special equipment  (example in code)
    • spells should need knowledge to learn for casting them (partly  )
  • 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  
  • Spells use mana
    • necessary attributes called mana and base_mana are already there  
  • 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