Ok, here are the useful reference I read so far:
http://wiki.themanaworld.org/index.php/ ... _and_magic
http://wiki.themanaworld.org/index.php/ ... ementation
And the use of it:
http://gitorious.org/tmwserv-data/mainl ... /runes.xml
After reading it all, I mostly agree (this system reminds of the Materia system and 'The Legend of Rudra')
I have two suggestions (to make it easier for us and for the player also, maybe):
- Replace rune engraving by rune painting or similar, meaning that you could remove runes from equipment and handle them as you want them to be. For game cheating prevention, I would add that changing runes on equipment would take time; During that time, the player could still play, but the corresponding equipment would then be unequipped and unequippable.
The corresponding crafting skill Runes'painting' would help decreasing that time.
- Plus to this system of mana bar (which seem well thought once you've read it all), I'd let the spells cost magic points: Once you're out of MP, this means you're tired, and this means, that even with bars recharged, you have to go away to rest a bit or drink a potion. Otherwise, you could take a spot and keep it forever if you're strong enough.
And finally, non-mana skills could still 'cost' MP as well.
I'm in favor about this kind of system roughly described:
- Every abilities would depend on one skill (to simplify using them).
- Make Abilities (formerly known as specials) cost Magic Points.
- Make abilities be available with one or all, or every combination of these conditions:
- Having an item in inventory,
- Being equipped with an item,
- Being of the minimum level,
- Being of the minimum skill level,
- Being of the minimum other(s) ability level,
- Having done a particular quest (meaning a quest variable has got the XXX value)
- Not having an item in inventory,
- Not being equipped with an item,
- Not having done a particular quest (meaning a quest variable has got the XXX value).