Ideas for Stendhal/Magic

From Arianne
Revision as of 16:29, 22 October 2011 by imported>Madmetzger (Learning Spells)
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Ideas for Stendhal

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
    • 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
    • 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
  • 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
  • Client Integration
    • Client server communication
    • Small images to represent a spell
    • GUI integration
      • Show spells
      • Cast spells
      • visual effects
    • Allow early testing
      • Script SummonSpell to obtain a spell
      • Slash action to cast a spell /cast
      • Mana can be manipulated via /alter (was already there)
  • 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.

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.

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