Special Attack System
Posted: 30 Jun 2010, 20:21
The [new TMW Magic System] is already pretty well designed, but what is still missing is the counterpart for warrior characters.
I am currently creating the special system framework over at Manasource and I am pretty confident that it will be at least partially usable for CR1. So when someone has ideas or would like to get involved in designing something in this area, now is a good moment to throw in suggestions.
These are the planned infrastructure facts:
-Up to 268.435.456 (2^28) different special attacks are theoretically possible (this ID space is reserved for physical special attacks only, there are separated dedicated ID spaces for other applications of the special system like magic as well as many unassigned ones).
-The script engine can give and take the ability to use each of these attacks form each character separately at any time. It can also check which special attack are available.
-Usage restriction for specials are handled by the engine. The following restrictions are planned: Shared recharge from the same pool as magic spells in the new system, cooldown time, plain old SP points. These restrictions can be combined and are calculated at runtime by the script engine.
-What happens on the server when a player clicks on the use button of a special attack it can currently use is fully scripted.
These parameters are not set in stone because I am still programming at implementing them. But please understand that I can't do anything you come up with. Additions which sound trivial to you might be pretty hard to do for software architecture reasons. It would be nice when you would try to come up with something which can be done with this framework.
I am currently creating the special system framework over at Manasource and I am pretty confident that it will be at least partially usable for CR1. So when someone has ideas or would like to get involved in designing something in this area, now is a good moment to throw in suggestions.
These are the planned infrastructure facts:
-Up to 268.435.456 (2^28) different special attacks are theoretically possible (this ID space is reserved for physical special attacks only, there are separated dedicated ID spaces for other applications of the special system like magic as well as many unassigned ones).
-The script engine can give and take the ability to use each of these attacks form each character separately at any time. It can also check which special attack are available.
-Usage restriction for specials are handled by the engine. The following restrictions are planned: Shared recharge from the same pool as magic spells in the new system, cooldown time, plain old SP points. These restrictions can be combined and are calculated at runtime by the script engine.
-What happens on the server when a player clicks on the use button of a special attack it can currently use is fully scripted.
These parameters are not set in stone because I am still programming at implementing them. But please understand that I can't do anything you come up with. Additions which sound trivial to you might be pretty hard to do for software architecture reasons. It would be nice when you would try to come up with something which can be done with this framework.