Closed GoogleCodeExporter closed 9 years ago
There is a generalized version of this that I have though about, namely
temporary effects. That is something that I have wanted to implement but
haven't though out completely yet. Temporary effects could including posioning,
combat inihibiting effects (curses?), and also positive effects such as bless
and temporary increased combat proficiency.
We would need some way of indicating such an effect in the UI, some way of
starting the effect and some way of applying the effect in code.
Good idea!
Original comment by oskar.wi...@gmail.com
on 12 Dec 2010 at 10:48
Would the temporary effects include things like adding poison to your weapons,
or some sort of hardening agent to your armor. Granted there can also be
permanent enhancements to equipment too but that is a different point.
Original comment by sdeva...@gmail.com
on 23 Dec 2010 at 2:52
ahh this would be cool u could find items or pay i high price to get ur items
socketed with gems or enchanted with extra health or damage.
Original comment by breid3...@hotmail.com
on 11 Jan 2011 at 2:25
Poison - -1 damage dealt per poison counter
Venom - -1 damage dealt per counter, 1 HP per counter per tile moved
Curse - healing is half as effective
Burns - +1 damage recieved per attack landed on you per Burn Counter
Sprain - Move cost +1 AP, attack cost +1 AP and 1HP perswing
Deep Wound - -20% max HP per Wound
Blind - -45% to-hit
Dazed - walk 1 tile random direction every 3 steps until rested
Muddled - cant use spells or skills until rested
Terror - cant attack unless attacked, cant step with 1 tile of enemies
Original comment by rqpa...@gmail.com
on 4 Feb 2011 at 8:08
Need to get details figured out. As far as the UI goes there is an area below
your XP bar that is not being used. Colored text with a countdown could be
used. The countdown would count how many turns the effect would last. A turn
can be either an attack or moving.
Example attached.
Original comment by sdeva...@gmail.com
on 10 Feb 2011 at 12:32
Attachments:
Also, temporary effect should include positive things such as regeneration
(+1HP per unit of time).
I'm thinking we introduce some definition like a "round" or "turn", maybe 20
seconds or something like that. Every round, the effect could be applied. So
for example, being poisoned will lower your HP by 1 each 20 seconds until N
rounds have passed.
We would also have to indicate type of temporary effect and duration on the
monsters, items and dialogue options that induce the effects on the player.
Original comment by oskar.wi...@gmail.com
on 10 Feb 2011 at 7:23
This has started for 0.6.9
Original comment by sdeva...@gmail.com
on 3 Mar 2011 at 5:50
This is now fully implemented in the editors and the game.
Now we only need to create monsters and items that use these new effects :)
Original comment by oskar.wi...@gmail.com
on 14 Apr 2011 at 8:41
Released in v0.6.9 . Closing.
Original comment by oskar.wi...@gmail.com
on 29 Jun 2011 at 7:50
Original issue reported on code.google.com by
derrickv...@yahoo.com
on 4 Dec 2010 at 1:48