TheRedBrain / spellengine-extension

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Dynamic stamina/mana consumption (correctly moved from bettercombat-extension). #2

Open InputandOutput opened 2 months ago

InputandOutput commented 2 months ago

There are several ideas that would make stamina/mana consumption correspond with certain types of spells:

Stamina/mana consumption rate for spells that attack using the "casting" phase. Stamina/mana consumption when a spell's status effect is applied and active. More stamina/mana consumption the more times a spell is casted in succession or a set period of time. Multiplying/addition of costs to spells via attributes/status effects (e.g. another mod's status effect doubling stamina cost?).

InputandOutput commented 2 months ago

(Also, I apologize for putting the issue in the wrong mod repo).

TheRedBrain commented 2 months ago
  1. do you mean channelled spells by that?
  2. like an aura?
  3. and 4. I think I would combine those and apply a status effect to the caster that then increases the cost. Would that cover your use case?
TheRedBrain commented 2 months ago

(Also, I apologize for putting the issue in the wrong mod repo).

no worries ^^

InputandOutput commented 2 months ago
  1. Channelled spells, like Arcane beam or Whirlwind? If so, channeling spells should have a consumption rate based on how long the spell is being channeled (and running out of stamina/mana cancels the channel early).
  2. Could be, like a status effect giving more spell power in exchange of slowly decreasing mana/stamina, or an effect that increases the rate of stamina/mana regeneration.
  3. A status effect, either already implemented or added from my hypothetical custom mod, would be good. I just wonder how can adjustments to spell cost be applied using status effects on the fly, or if it can be configured to (not) apply to certain spells.

Another idea that came up in my mind is damage/duration/spell haste/etc. scaling based on amount of stamina/mana consumed.

TheRedBrain commented 2 months ago
  1. I already have this on my todo list.
  2. That is a simple status effect which applies the relevant attribute modifiers. All needed entity attributes already exist. (slowly decreasing stamina/mana would be done by applying negative regeneration).
  3. My first idea is to have a attribute (e.g. "stamina_cost_modifier") which would multiply stamina cost of a spell. Maybe spells have a boolean which determines if the modifier is used for that spell. (Same for mana and health). Added to my todo list.
  4. If I understand correctly this can be achieved via a custom spell school. But I'm not 100% positive.
InputandOutput commented 2 months ago

Maybe the aura could be "dispelled" once stamina/mana is too low?

TheRedBrain commented 2 months ago

When thinking of an "aura", I have an effect in mind, that also affects players/entities around the entity with the aura. I have this working in a yet unreleased mod. And yes, it can be dependent on mana