tukkek / javelin

Party-based roguelike (open-source strategy-RPG game).
https://javelinrl.wordpress.com/
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Realm spells #96

Open tukkek opened 7 years ago

tukkek commented 7 years ago

New locations, all costing 5 to create at level 1, 10/15/20 to upgrade (one per district):

The base Location is the Elysium (abstract)

    List<WorldSpell> #activespells
    WorldSpell #casting = null
    #turn()
    #destroy() //cancel all active effects

World Spell WorldSpell

    duration //if null only calls start once, else become active until expired
    #turn() //see Elysium#turn
    #start()
    #stop()

Realm spells are upgrades that cost (levellevel) labor-month (1 month of 1 labor, or `30Town#DAILYLABOR`) to cast.

When targetting a city, must know its location on map beforehand. May have to advance (give warrior levels) to summoned creatures. Will probably need to convert docs to HTML and open browser instead of in-game manual to support these and more. Many spell effects can be instaneous and fade away as unit Conditions instead.

tukkek commented 7 years ago

Arcane spells

1: Arcane strength: +1 to attacks of all squad for 1 month (not cumulative, extendable). 2: Arcane ritual: raises 2*(city population) medium-sized skeletons and zombies as a squad 3: Arcane destruction: target a city, there’s a 3/(number of constructions in district) chance that each building there will be destroyed (dismiss city proper). 4: Arcane protection +4AC to a single unit for a season (non-cumulative, extendable)

tukkek commented 7 years ago

Divine spells

1: Divine shielding: +1 to AC of all Squad for a month (non cumulative, extendable). 2: Divine blessing: target city gains a (2*2) labor-month boost to a single selected upgrade. 3: Divine blight: target cityloses 3 population. 4: Divine intervention: summons 1 divine creature up to (city population) CR.(any good outsider)

tukkek commented 7 years ago

Nature spells

1: Nature’s sight: every day for a week, will randomly pick an incursion or district location at random and reveal it’s position (if already revealed, does nothing for that day). 2: Nature’s fury: all units in a squad gain +1 to damage, +10 feet to all movement, +2 bonus to will, -2 to AC and -4 to initiative for 2 months. 3: Nature’s companions - summon up to 9 total CR of animals as a new squad. 4: Nature’s health: for an entire season, cures 4hp to all Squad creatures (except undead) every day

tukkek commented 7 years ago

There’s a ton more spell ideas here (“list of spells”) http://masterofmagic.wikia.com/wiki/Category:Lists

A “curse” spell that causes labor in a city to practically come to a halt (or half) for week(s)/month(s) would be pretty cool. Would probably make more sense as a scroll-only type of thing?

tukkek commented 7 years ago

About art:

these are 3 locations to be added into the game - each of them needs a "World Location" image: Inner sanctum (magical) Cathedral (religious) Druid Grove (nature) each is a place of high magic where the spells will be cast from actually I need to change Henge to something else each of those will be able to cast 4 spells. having spell icons for them would be nice, however they are secondary. I can't use the spell icons until 2.0 is out but sure would be nice to have them too ^^

ThePizzaFrank commented 7 years ago

shrine2 druid grove locationcathedral inner sanctum locationinnersanctum cathedral

ThePizzaFrank commented 7 years ago

shrine druid grove updated

tukkek commented 5 years ago

Inspiration (see Strategic Spells) http://age-of-wonders-3.wikia.com/wiki/Index:Spells