Open tselaty opened 11 years ago
the main idea is to code a set of maybe 10 items, that have different effects, as you suggested. some would boost your damage, some would protect you from death. some can be used to avenge/revive someone. trying to mix things up with the mechanics we have already.
This items would have a gold price, from cheap to very very expensive, people will start with X gold and each time they successfuly damage the boss they win X gold. each time they die they lose X gold.
to buy an item we can regex from a simple command list, like "@buy1" or "buy@1" or "buy@shield" so its not plain text comparison. we should implement this on elements too, at least a @ or # before the element word so it doesn't match on regular text so much, for example:
this dragon is ice! i shall strike with #fire!
This way the "ice" is ignored and my element will be "#fire".
this command system can be extended later to cast skills if we feel like that. And we can use it for nicknames too, writing >entomb on my first post would set my nickname to "entomb" instead of my ID.
I like that. I'll open a new Issue to address command systems #25.
Let's make a list of potentional items. I'm working all day on other things, but I'll think it over tonight.
That all for now I came up with.
1 - runes: fire, ice, electric, etc - adds an element to your attack 2 - horn of "?" - replicate bards power for 1 post 3 - scepter of "?" - replicate warlock power 1 post 4 - sword of "?" - replicates avenge power 1 post 6 - potion of berserk - +10x damage if rolling crit 0 damage if not 7 - pickaxe - no damage/effects are applied but gold income increases (think of it as "i'm going minning, brb)
Other thing, item buy/use should be the same command so its easier to code (no need for inventory) and easy to use. just "use@rune#fire" or "use@phoenixdown#OP4MTL2+" and it buys and uses the item for you if you have the gold all in the same post.
I'll use my runic power for this dragon! use@rune#fire
OP4MTL2+ rools 50 and hits the monster for 70 (+20) OP4MTL2+ buys a fire rune for 500 gold
Let's discuss items. How can we implement items, how should they work, and how long should they persists.
Right now we've simply got sprites associated with armor and weapons for a class. They have no real meaning other than helping identify you to other people.
With these in mind, what sort of upgrades would we need to make to allow users to use items? I don't think items usage by way of anything random should be considered as it takes away from the role playing aspect. Instead, it should be require some kind of user input. Certain classes should have a certain selection of items available, possibly in limited quantity.
These are my thoughts. What do you think?