Author Topic: Special attacks mod?  (Read 1364 times)

Though slightly generic sounding, it may be slightly interesting.
If anyone has played RPGs, everyone knows that there isn't just one type of attack. A great example; Fire.
Let's say, when you start, you get one ability, named Fire Shot. But as you grow strong, there are more variations, such as more active attacks like Fire Blast, or more passive attacks, such as Flamethrower.

Tl;Dr,

What I suggest to the community is to create a type of spells pack that gives a wide range of attack abilities and not just the generics. Not only that, but the attacks would be quick enough to execute, and slightly moderate to avoid, as most Melee combat and gun combat is a bit lackluster.

SO instead of just a fire bolt, also things like a fire artillery or something.
Just some different kinds of mechanics between the spells basically?

If so, sounds good.

SO instead of just a fire bolt, also things like a fire artillery or something.
Just some different kinds of mechanics between the spells basically?

If so, sounds good.

Yes!! Exactly!

We all know how the elemental spell pack worked out, but we need more variation for spells! Different spell type for different situations!



Bump because of questions towards the OP AND rest of the community.

I have requested a spellbook model via Filipe's modelling service.
No ETA on that yet, but it will be available for download right when i get it. :)
I always wanted to have an open approach to mod creating and while i have to shell out some money for the model, that is fine by me.
I can afford it currently, Filipe gets something back for his service and those who want to create stuff but do not have the model for it have one more free model to use. :)

Anyhow, in the meantime, i am thinking of how i want this to work out and currently i have this as idea:

Elements
  • Water
    Natural enemy of Fire.
    Examples: Ice Spikes, High Pressure Water Beams, Rain (so exciting!), water elemental
  • Fire
    Natural enemy of Earth.
    Examples: Fire Breath (BE the Dragon you always wanted to be), Meteor Strike, Fireballs (classic!), Fire elemental!
  • Earth
    Natural enemy of Air.
    Examples: Rock Throwing (Be like a golem!), Rock Wall (It is like shaping a mountain!), Iron Skin (Strong and sturdy!), Earth Elemental!
  • Wind
    Natural enemy of Water.
    Examples: Lightning bolt (Summon a lightning bolt from the sky!), Wind spike (Knock your enemies back or fly through the sky yourself!), Air Elemental!
  • Nature
    Natural enemy of the Void.
    Examples: Heal, Thorns, Revive, Ents?!
  • Void
    Natural enemy of Nature.
    Examples: Death Ray, Life Steal, Necromancy!
These stand for the elements of the spells the players will be able to use with a spellbook of the respective element.
The spellbook will be recolored via the image datablock to represent the color of the element.
A particle effect showing the element with an icon will slowly circle the book.

Spell types
  • Projectile
    "Simple/Standard" Projectiles!
    Ranging from bullet-like projectile shooting to artillery shooting or rapidly shooting (multiple) projectiles.
  • Beam
    Beams! Not the supportive kind!
    Shoot a beam that has an effect according to the element.
  • Area Strike
    Area effects!
    Think gas clouds, floor is lava, that sort of stuff, it affects an area.
  • Storm
    Such bad weather!
    Mostly has to do with weather, mostly raining things down from the sky, not including cats and dogs
  • Rune
    Place it in on the ground and forget!
    What?!
    Think mines that explode in a ball of hurt, healing grounds, that kinda stuff.
  • Barrier
    Just you, me and this wall between us!
    Summon walls, personal shields and the such.
  • Summon
    Just you, me and that guy that just came out of nowhere!
    Summon the elements into a more or less physical form using spells of this type.
These will be the spell types the players will be able to choose from when using the spellbooks.
A particle effect showing the type with an icon will hover above the book.
I am thinking of removing storm as this mostly falls under area strike or can be done via other types, it does not add much for some elements.

Effects
  • Wet
    Effect applied by some Water element spells.
    Gives a resistance to Fire, Weakness to Lightning(Air).
    Removed by Fire.
  • Frozen
    Effect applied by some Water element spells.
    Easier to apply on Wet targets.
    Gives a resistance to Water, Resistance to Slashing, Resistance to Fire, Weakness to Crushing (for melee based add-ons)
    Target can't move other than by outer forces (gravity, push effects).
    Removed by Fire.
  • Burning
    Effect applied by some Fire element spells.
    Gives a resistance to Water, Resistance to Ice.
    Target gets damage over time (Fire).
    Removed by Water.
  • Cursed
    Applied by some Void element spells.
    Gives a resistance to nature, Weakness to Void.
    Lowers max HP.
  • Blessed
    Applied by some Nature element spells.
    Gives a Resistance to Void, Weakness to Nature.
    Increases max HP.
  • Stunned
    Applied by some Air element spells.
    Gives a Resistance to Lightning.
    Target can't move.
    If target touches another potential target, that potential target also gets stunned applied to him.
  • Poisoned
    Applied by some Earth element spells.
    Gives a Resistance to Nature.
    Does damage over time (Earth/Poison).
    Removed by Nature.
Effects need the most thought right now.
I think it is a bit silly that water has 2 effects, but then again, water spells will mostly do less damage and are more control based, so maybe that is Water's thing...
And the whole resistance and weakness giving part should probably be a bit more tweaked to show the natural enemy part of the elements.
So yeah, suggestions/feedback on the effects is most appreciated.

Suggestions? Feedback? Questions?
All go below and will be considered. :)

tl;Dr
Stop being lazy and read the post please. :C
It is about my idea of a spell casting mod so far involving elements, spell types and effects.

Definitely loving awesome.

Although, Void and Nature doesn't make too much sense. People are more inclined to the concept of Light and Darkness.

Also; Some of the elemental abilities don't seem to fit with one another.
More along the lines of:

Fire element: Fire = Electricity, shock, stunning, burning, combustion. Natural enemy of water.
Water element: Water = Ice, Frozen, poisoning, wet, healing. Natural enemy of fire.
Air element: Air = pushback/knockback attacks, can mostly be offensive or defensive. Natural enemy of Earth.
Earth element: Earth, Meteors, stunning, high defense. Natural enemy to wind.

And if you want to incoporate these as the Nature and Void types to make more sense:

Darkness: Debuffs, Time, Gravity, teleportation, invisibility, surprise, life steal, cursing. Natural enemy to light.
Light: Utter projectile spam, universal battle buffs, light-based healing can be a heavy support class. Natural enemy to darkness.

These last two mostly serve more as wildcards rather than the standard faire.

Spell types are actually good, on the flip side, since all that I have listed are capable of performing any projectile or spell type.
If you wish to undertake on this, I'd like to help out in anyway I can, coding or otherwise.


« Last Edit: April 24, 2016, 12:33:43 PM by DataProxy »

I chose Nature and void to have a more overall theme to fit darkness/death and light/life under.
Though i guess Darkness and Light will do fine.
I always seen them kinda as wildcards yeah.

Stun was actually meant to be shocked, yeah, while i can see an actual stun work under earth.
However, i personally like electricity under air more (lightning coming from clouds in the air) and poison coming from earth (poisonous/toxic sludge from materials from the earth)
This might also be to me being used to that from a game called Divinity: Original Sin.

The natural enemy thing you mention is a logical idea, which i passed for a more "combat triangle" system.
This way interactions between the elements is not always just limited to 2 elements at a time.

Lastly, i would love to try my own hand at this.
I do not think i could handle working in a team programming wise, i guess that is my ego/perfectionist that really puts me off on that idea.
I would however, appreciate some help in the more artistic way.
As i said, i was thinking of showing the element and spell type as particles.
So this would require some particle programming i guess, which i do not like personally.
And of course some texture art for the particles to use.
Aside of that, i am still waiting on a message related to the spellbook model, but i trust that this will not be a problem.
And well, if you got suggestions on spells or something, fire away!

I was thinking that every element gets 1 spellbook which contains 1 spell of each spell type.
This could be expanded upon by other mods.
The player can switch to the next spell in the spellbook by pressing the light key.
The player can fire/use the spell by pressing the fire button (or well, when wielded in the offhand (lol dual wielding) with the Jet button).
The player will fire beams and projectiles and the such from the muzzlePoint of the other hand (so not the spellbook wielding hand).