Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Magic rework #476

Merged
merged 98 commits into from
Jan 31, 2024
Merged

Magic rework #476

merged 98 commits into from
Jan 31, 2024

Conversation

EgorDinamit
Copy link
Member

@EgorDinamit EgorDinamit commented Sep 23, 2023

About the Pull Request

A work-in-progress PR with a goal of reworking how magic/spells/wizards work.

  • All living mobs have mana level. Spells have varying mana costs, depending on their power. All "normal" people have it at 10, with regeneration rate of 0.25/s, whereas wizards have 100 and 2/s.
  • Spell books changed entirely: Wizards are no longer forced to choose some "play style" and locking themselves into it, as the spell book they spawn with has most spells in it. When first used, an owner is selected, blocking anyone else from accessing it. A certain flag can make it available to anyone, instead. Dispelling the book will remove any locks.
  • The mechanics of sacrificing items and "depositing" spell points removed.
  • Spell points are no longer tied to spell books, instead, each mob has their own(in the mana datum), allowing anyone to learn magic, given they find a spell book that they can use.
  • Added A LOT of new spells and updated the old ones.

There's probably a lot more..

Why It's Good For The Game

I felt like wizard content was bland and boring, even when it was the "funny gamemode" - all wizard could do is pick some shitty spell book type and be forced to follow it. This is no longer a problem, as wizard can effectively pick any spell they wish to.
My intent with mana is to allow practically everyone to be able to use magic, while also limiting those that shouldn't be proficient in it. You still have to find a book somewhere, so it's not like it will be a common occurence.
The mechanics of getting more spell points via literally waiting for 30 minutes is garbage. Sacrificing items for them was a bit better, but I believe we should find a better way.

Did you test it?

Yes.

Authorship

Me.

Changelog

🆑
rscadd: Every human now has spell points and mana level. By default everyone has 2 points and 10 mana.
rscadd: Spell books were reworked entirely.
rscadd: Multiple new spells were added, with a lot of old ones reworked and updated.
/:cl:

@EgorDinamit EgorDinamit added 🔬1 Code improvement Code is now easier to copy paste. 📘1 Feature Something new being added. 💿3 Test Merge Candidate Should be test merged to test its functionality. labels Sep 23, 2023
@EgorDinamit EgorDinamit force-pushed the velho branch 5 times, most recently from 0b69e20 to 3026ef0 Compare January 20, 2024 14:07
@EgorDinamit EgorDinamit force-pushed the velho branch 2 times, most recently from 33088ab to f3d3b57 Compare January 26, 2024 08:58
@EgorDinamit EgorDinamit removed the 💿3 Test Merge Candidate Should be test merged to test its functionality. label Jan 31, 2024
@EgorDinamit EgorDinamit marked this pull request as ready for review January 31, 2024 12:57
@EgorDinamit EgorDinamit merged commit 721486e into vlggms:dev Jan 31, 2024
12 checks passed
@EgorDinamit EgorDinamit deleted the velho branch January 31, 2024 12:57
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
🔬1 Code improvement Code is now easier to copy paste. 📘1 Feature Something new being added.
Projects
None yet
Development

Successfully merging this pull request may close these issues.

1 participant