entomb / dragonchan

A prototype script to transform any /b/ thread into a dragon slaying match.
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Items Discussion #24

Open tselaty opened 11 years ago

tselaty commented 11 years ago

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.

  1. You have no health bar, so no healing related items. We'll want to allow role playing for classes when it comes to healing.
  2. The game's mechanics almost solely revolves around raw damage output. Currently, we've just implemented a basic elemental system which allows Warlocks to tap into a boss's weakness for extra DPS by summoning a particular elemental golem as a minion rather than a regular imp.
  3. Bosses currently do not have defense. They take whatever raw damage is dealt, minus a small elemental resistance.

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.

  1. Further more, if we don't make item usage random, it might be worth considering granting access to items randomly an option. For example, a person might hit a random luck roll and receive the item "Might Seed". If any of their posts following (until they die), if they post the words "might seed" in their post comment, they'll activate its power and do extra damage for {n} number of turns. Another one would be like "Sacrifice Doll" which allows them to automatically revive themselves 1 time. The chances of getting an item could be random, and the item you receive could be random, but certainly beneficial to any class which plays them

These are my thoughts. What do you think?

entomb commented 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.

tselaty commented 11 years ago

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.

  1. shield - Adds +10 to the minimum required roll for you to die (22 -> 33 -> 44, etc).
  2. phoenixdown - Allows any class to rez another class that's targeted. Command is as follows "buy@phoenixdown" "use@phoenixdown#OP4MTL2+" where we use a hash tag to target another person in the command. It'll be simpler for a regex if we think in those terms.
  3. weapon - Adds +20 minimum extra damage to your rolls (10 -> 30 -> 50, etc).
  4. kunai - Adds a one-time extra damage of +20 "use@kunai".
  5. scapedoll - Prevents death (1) times.
RobertsOma commented 11 years ago

That all for now I came up with.

entomb commented 11 years ago

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