Author Topic: Magic Wand (Harry Potter inspired, I guess, different spells)  (Read 5459 times)

Okay, so I had this idea of a magic wand, where you can type in any from a list of spells and it will set the wand to that spell. You can then click to fire the spell, and after a cooldown, you can fire it again. Each spell would have a set "difficulty" which would just be a number that defines how long the spell takes to cool down, and if you're using a special playertype called the Wizard Playertype, will drain mana based off that number and it regenerates over time. Of course, you might think this would consume datablocks like crazy, but I assume there could be a way to use one projectile with an if statement when it hits somebody to determine the effect. If something like that is possible for the color, that would be nice too. I have created a model for the wand, and it could be an RTB pref to use that model or Badspot's wand model.

Here's how it could control:
1. You can bind spells using /bind <key> <spell...>, where <key> can be any of the 4 emotes + jet.
2. If you don't have a spell bound, press the light key to enter "incantation" mode, where you can chat a spell to use it.
3. Left click will be used to repeat the previous spell.
4. Use /spells <category> to list all the spells in a certain category (offensive, defensive, utility.) If it spams chat too much, it can be split into 2 pages each.

And here's the beginnings of a list of spells:

Offensive: Used for attacking enemies. Does not work on teammates.
Stupefacio - Causes your opponent to get a little bit of Z velocity and then tumble.
Mitto - Flings the target away.
Incendo - Catches your opponent on fire.
Glacio - Freezes your opponent.
Damnum - Inflicts damage, but not much if it isn't charged up.
Fragor - Causes an explosion, requires a significant amount of charge to get anything done.
Tenibris - Blinding spell, similar to the darkness spell from the elemental spellpack.
Mortalis - Causes a percent chance of the target's instant death. The more charge, the higher the chance.

Defensive: Used for keeping you and your team alive. If team damage is on, it will only work on your team.
Induo - Soaks in water, protecting against fire.
Lapis - Protects with stone, proofing against fire.
Antinox - Prevents blindness.
Protego - Creates a shield that is destroyed after one hit from an offensive spell.
Normalis - Returns a player to normal size.
Medico - Heals a player. Ignores team damage.
Evadere - Makes the next few hits to you have a % chance of missing. The more charge, the higher.
Vanesco - Makes the target invisible, but they can't use their wand or they will be revealed.

Utility: Used for generally helpful tricks. All of these can be casted on both teammates and enemies.
Autus - Causes your next spell to be casted on you, but will make the spell much less efficient.
Mstar fish - Grabs an object, like a gravity gun but without the throwing capability. Autus has no effect.
Lumos - Turns your light on, which is no longer possible since the light key is used for incantation mode. Saying it again will toggle it off. Autus has no effect.
Horreat - Shrinks a player. Ignores team damage.
Amplifico - Enlarges a player. Ignores team damage.
Saltus - Flings yourself in the direction you're pointing. Auto has no effect.
Coniveo - Acts like the jumpgun. Deals damage to the player to prevent wallhacking. Autus has no effect.
Velocitas - Allows the target to run faster.

Suggestions welcome, preferably translate into Latin, although that's 24 spells with 8 in each category.
« Last Edit: October 04, 2013, 12:59:50 AM by TristanLuigi »

Hey, I fixed up a render of the wand I made.


Type in spells? forget that noise..
I say just have a buch of wands for different spells.

Toggling between spells with the light key, or right click would be cool.

Type in spells? forget that noise..
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.
Toggling between spells with the light key, or right click would be cool.
There would be too many.

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

Won't help much when you need to remember commands to get other spells, especially when in a fast paced game. You'd have to stop, type the correct thing in, and then you could go and most likely at that point you'd be done for.

Better to use the data blocks for a well thought out mod then botch something that could have been cool.
Text commands ruin everything...

Won't help much when you need to remember commands to get other spells, especially when in a fast paced game. You'd have to stop, type the correct thing in, and then you could go and most likely at that point you'd be done for.

Better to use the data blocks for a well thought out mod then botch something that could have been cool.
Text commands ruin everything...
That's the point, it's too easy to just right click and do a spell, but at the same time you can't move while citing the incantation. Once you have your spell set you can always right click to redo it without much trouble.

That's the point, it's too easy to just right click and do a spell, but at the same time you can't move while citing the incantation. Once you have your spell set you can always right click to redo it without much trouble.

That's not a mechanic, that's just annoying and nobody will like it.
Please don't /command this stuff..

That's not a mechanic, that's just annoying and nobody will like it.
Please don't /command this stuff..
Then how do you pick from 10+ spells?

Using text commands is stupid for weapons. Like, seriously.

Using text commands is stupid for weapons. Like, seriously.
Then how do you pick from 10+ spells?

Let me end this "spell picking" issue right now:
Keybinds

Let me end this "spell picking" issue right now:
Keybinds
Definitely not. That requires a client add-on, you know.
Perhaps it can use the 3 emotes and 2 mouse buttons as temporary keybinds, and you can type stuff like "/bind alarm Lumos" or "/bind fire Crucio."

Then how do you pick from 10+ spells?

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..