Author Topic: Magic Wand (Harry Potter inspired, I guess, different spells)  (Read 4909 times)

Incorporate them all into categorized separate items. You could have a charge up system to where if you charge an elemental shot off, depending on the charge time, it will change the kind of attack you use:
Charge <1/4: "Rapid shot" Weak but volleys magical bolts. Slight spread
Charge 1/2: "Single shot" Normal Damage. Accurate.
Charge 3/4: "Effect Shot" Elemental effect (Burn, Freeze, Poison). Normal damage + effect
Charge Full: "AOE" Elemental Bast from player. Damage radius + pushback.

A system like that would require a maximum of 5-6 items with 3-4 spells each depending on what element or magic types you'd want to use, would allow for custom wand models to differentiate magic types, and would add a level of skill but would also add to gameplay, not hinder. It would more than likely need a charge bar with segments so players know what level of charge they are at.

My idea takes more work sure, but if you want to make a mod that will be used and not forgotten in a week, I suggest you take the effort to do something universally useful. Please don't ruin this idea with /commands..
That seems really unnecessarily complicated. The charge thing used by holding down the button should affect the size of the projectile and spell type should be what you're binding it to. I seriously think having multiple items is kind of a bad idea, those extra slots should be used for potions, runes, artifacts, etc.  If you're using the emote-bind system, then you can set your binds when you first join the server and never have to set them again, because I think 6 (if you use the light key too - you could even extend it to 7 with the sit keybind) easily accessible spells is plenty - 1 fire, 1 ice, 1 poison, 1 stunning, and 1 damage spell (mind you, that's more than your inventory, so you can't really complain when it requires no extra effort), and when you need something really specialized outside of combat for puzzles or something, then you can used something like "/cast <spellname>," and for frequent visitors you may be able to use "/bind save" and "/bind load"
« Last Edit: October 03, 2013, 10:18:53 PM by TristanLuigi »

I like the command idea, Mr.Noßody is just a hard ass on everybody and not easily pleased. don't even try.

I like the command idea, Mr.Noßody is just a hard ass on everybody and not easily pleased. don't even try.
The one with /bind or typing out your spell before casting it?

The one with /bind or typing out your spell before casting it?
A mixture of both bind and command would be cool in my opinion, have 2 spells that you select and can toggle with a bind while the others require you to type them out.

A mixture of both bind and command would be cool in my opinion, have 2 spells that you select and can toggle with a bind while the others require you to type them out.
So, only 2 binds, so like left click and right click, and then by using the light key you can activate "cast mode" or something, so the next thing you chat will be casted?

I like the command idea, Mr.Noßody is just a hard ass on everybody and not easily pleased. don't even try.

What is with you people and /commands? If I wanted to make a game using mods like this, Id want it to be as immersive as possible. /commands like breaking the 4th wall kills immersion and is not a fun feature. Breaking concentration to type something out in a /command is stupid. Seems this isnt supposed to be a useful addition to RPGs or DMs then?

All you people care about is if it works slightly..
/commands are one thing I HATE in mods because NOBODY goes past it.
Worst option happens to be the easiest and everybody seems to use it.

You people wouldn't know a good mod if it slapped you in the goddamn face.
Make your crappy /command magic wand. Have fun with your lopsided candy bar in your magician RPs.

What is with you people and /commands? If I wanted to make a game using mods like this, Id want it to be as immersive as possible. /commands like breaking the 4th wall kills immersion and is not a fun feature. Breaking concentration to type something out in a /command is stupid. Seems this isnt supposed to be a useful addition to RPGs or DMs then?

All you people care about is if it works slightly..
/commands are one thing I HATE in mods because NOBODY goes past it.
Worst option happens to be the easiest and everybody seems to use it.

You people wouldn't know a good mod if it slapped you in the goddamn face.
Make your crappy /command magic wand. Have fun with your lopsided candy bar in your magician RPs.
It's not for RPs, it's for balance. It doesn't break immersion for 2 reasons:
1. It's not even a /command, you press a key and type in chat.
2. It's like you're saying the incantation, so it seems more immersive to me. Besides, you can always repeat the last spell with T and then up.
3. For frequently used spells, you can always bind them to left/right/alarm/etc. as an equivalent to nonverbal spells.

It's not for RPs, it's for balance. It doesn't break immersion for 2 reasons:
1. It's not even a /command, you press a key and type in chat.
2. It's like you're saying the incantation, so it seems more immersive to me. Besides, you can always repeat the last spell with T and then up.
3. For frequently used spells, you can always bind them to left/right/alarm/etc. as an equivalent to nonverbal spells.

Key Binding would require a client side, which means players would have to download it for easy use. Bad idea.
And any form of typing in combat is distracting. What other (good) game has you type while in combat? None.

Please don't.

Key Binding would require a client side
Not if you use existing binds, like light, alarm, hate, love, sit, and the two mouse clicks.
And any form of typing in combat is distracting.
Find a better way to balance it and still have to know the spells and have a kind of equivalent of "saying" it.
Please don't.
As if I had a choice - the programmer gets the final say.

How many categories of spells and how many spells for each category?

How many categories of spells and how many spells for each category?
I wasn't going to divide them up, but check the OP. I think it's a fair compromise between the two methods, and I have a list of spells.
EDIT: Divided them into Offensive, Defensive, and Utility.
« Last Edit: October 04, 2013, 12:46:06 AM by TristanLuigi »

What I would do with that is Id split the wands into 8 categories with one Offense, one Defense, and one Utility spell then key bind the three spells to left click, right click, and perhaps double click.
Basically group the spells into 8 groups that work together.

Don't worry about data block use, I really don't know why people complain about that. You have to really try to hit the max.

You have to really try to hit the max.
I hit it really quickly with weapons.

« Last Edit: October 04, 2013, 07:24:25 PM by Pandan »

You only have to type it once and it wouldn't be announced in chat.

I say just have a bunch of wands for different spells. You would need a lot of datablocks and inventory.There would be too many.
There should be a bar, where you have to hold rightclick to charge it, and once it reaches a certain level it can fire that spell. If you let go the bar will lower.