Author Topic: Magicka-ish playertype  (Read 2068 times)

A playertype which can use the 8 magic elements from Magicka, as well as carry one weapon and one "wand".
The elements would probably have to be items as well, although non-droppable.

For those who do not know a wand in Magicka is an item which can grant an active ability as well as an active ability and there are 10 elements, although 2 are "hidden", you have two elements to get them (water + cold = ice, water + fire = steam). Elements can also conflict, which causes both of them to disappear if you try using them together. You combine up to 5 elements (combined elements only count as 1) in a spellbar, both to your own customized spells and to predefined (and unlockable) "magicks" which have special properties. These are the ten elements:
  • Water
    • Effects
      • Wets the target
        • Enhances lightning against target (deals double damage)
        • Enhances cold against target (temporarily turns target into ice)
        • Target trying to use lightning takes damage instead of it being appended to the spellbar
      • Extinguishes fire from target
    • Conflicts with
      • Lightning
    • Spray
  • Lightning
    • "Jumps" to nearby targets.
    • Conflicts with
      • Earth
      • Water
  • Life
    • Heals the target
    • Beam
    • Conflicts with
      • Arcane
  • Arcane
    • Beam
    • Conflicts with
      • Life
  • Shield
    • Conflicts with
      • Shield (you can't use two shields in the same spell)
  • Earth
    • Conflicts with
      • Lightning
    • Projectile
  • Cold
    • Spray
    • Conflicts with
      • Fire
  • Fire
    • Spray
    • Conflicts with
      • Cold
  • Steam
    • Wets target
    • Spray
  • Ice
    • Projectile

Projectile weapons also have a charge time and the precendence looks like this:
Spray < Lightning < Steam < Beam < Projectile < Shield.
All spells can also be used as "regular", self cast, AoE and weapon charge (makes the next weapon attack a very strong melee attack).

This is a lot more than a playertype.
It would be coo, but I don't see an easy way to do this control wise


 /support

ill make a decal.

    if i could do more i would.
                        I think you should contact the dude who made elemental spells

This is impossible, although I love that game as well.
No, it's not impossible.

I was thinking of scripting this at one point, but I dismissed it as "too much work".


Certain elements cancel out other elements on the spell wheel (or combine with others), the amount of elements on the spell wheel increases the spell force, and the amount of one element increases the element force.

Certain elements will act differently when combined with others.

Arcane will change the form to beam unless Shield or Rock is present.

Ice will change the form to shard unless Shield Rock is present.

Rock will change the form to Rock unless Shield is present.

EDIT:

This would eat up a TON of datablocks.

Due to this very reason, it is not a very smart thing to do, and probably won't be made. :(

I really would want this.

Due to this very reason, it is not a very smart thing to do, and probably won't be made. :(

I really would want this.

Obviously, that's why it's impossible.  It's make the server run thousands of variables asking if the player is currently using a shield element, and with what... for FIVE elements in a spell at max.  If anything, it would at LEAST lag every ELSE off the server.  This is straight up impossible, just go play Magicka.

Obviously, that's why it's impossible.  It's make the server run thousands of variables asking if the player is currently using a shield element, and with what... for FIVE elements in a spell at max.  If anything, it would at LEAST lag every ELSE off the server.  This is straight up impossible, just go play Magicka.
No, it isn't just variables.

That isn't an issue at all.

It's the massive amount of datablocks it uses up.

No, it isn't just variables.

That isn't an issue at all.

It's the massive amount of datablocks it uses up.

You do know I meant variables as in, the actual word, and not as in "VCE".

No one notices, but Amade did some of that with his Magic pack.
You can put out water, melt ice, catch other players on fire.

No one notices, but Amade did some of that with his Magic pack.
You can put out water, melt ice, catch other players on fire.

He wants the mechanics, not the actual magic.  There is a game called "Magicka" just in case you didn't know.  Not sarcasm, just, seriously in case you didn't know.

You do know I meant variables as in, the actual word, and not as in "VCE".
vce =/= variables, i know what you meant.

Code: [Select]
%client = findclientbyname(player);
%client.testcount++;
%client.testvar[%client.testcount] = "text";

you would have to run that code quite a few times--by this i mean QUITE a few times (redundancy added to imply that you must run it a massive amount of times)--for it to lag a significant amount.

variables are data so they can make lag, but they aren't very big data.

objects and datablocks are bigger data than variables. there isn't a variable limit, but there is a datablock limit.

You do know I meant variables as in, the actual word, and not as in "VCE".
The amount of variables used would be no issue at all.
My chatbot's datafile has about 40 thousand variables, and there are no performance issues.
Something like this would use no where near even one thousand.

But yes, datablocks would be an issue.

No, it isn't just variables.

That isn't an issue at all.

It's the massive amount of datablocks it uses up.
Got an estimate of how many you think it would use?

Got an estimate of how many you think it would use?
5 spell wheel slots.

8 elements.

If each spell uses a different projectile, multiply that by four (AoE, normal fire, self-fire, sword enchantment)

Then add datablocks for weapons and staves, it's QUITE A FEW datablocks, even subtracting the amount for spells that wouldn't work.

It'd be hard to do.

Alternatively, you may be able to have a single projectile that changes its effect on hit based upon some client variables. That would use a significantly decreased amount of datablocks.

EDIT:

There are 1123 different spells in Magicka.

I'm pretty sure this doesn't include all the types.

4492 if you multiply by four for all the types, which is already over the datablock limit.

EDIT 2:
Didn't even factor in particles.
« Last Edit: August 09, 2011, 04:13:14 PM by otto-san »

5 spell wheel slots.

8 elements.

If each spell uses a different projectile, multiply that by four (AoE, normal fire, self-fire, sword enchantment)

Then add datablocks for weapons and staves, it's QUITE A FEW datablocks, even subtracting the amount for spells that wouldn't work.

It'd be hard to do.

Alternatively, you may be able to have a single projectile that changes its effect on hit based upon some client variables. That would use a significantly decreased amount of datablocks.

EDIT:

There are 1123 different spells in Magicka.

I'm pretty sure this doesn't include all the types.

4492 if you multiply by four for all the types, which is already over the datablock limit.
If you have projectiles for spray, lightning, beam, stone, ice, wouldn't you be able to colorshift that?
Of course, shields are a bit of a special case, but I think the amounts of datablocks needed for them can be decreased too.
Of course, that only covers the "normal fire" for them, but I think something similar would be possible for AoE and self-fire. I actually think there'd only be needed one datablock extra for each melee weapon (the "light" effect on it), as well as one for the effect when you hit.