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magicalstats's Introduction

MagicalStats

This module adds a basic RPG stats system consisting of several different magical attributes or stats. Plus, a system for modifying these stats is in place.

These attributes are the following:

  • Intelligence (INT) - Affects magic damage (not implemented).
  • Wisdom (WIS) - Affects mana amount (not implemented).
  • Willpower (WIL) - Affects mana regeneration speed (not implemented).
  • Arcane resistance (RES) - Affects magic resistance (not implemented).

This module is intended to be extended by other modules for more complex interactions.

magicalstats's People

Contributors

stripedmonkey avatar meta-maxim avatar cervator avatar

Watchers

 avatar Kevin Turner avatar Ian Macalinao avatar James Cloos avatar David Kamberský avatar  avatar Tobias Nett avatar Martin Steiger avatar Josh Zacharias avatar Sprig avatar Iaron da Costa Araújo avatar XTariq avatar  avatar Kevin Blaszczyk avatar Mohamed Adel avatar Sylvie Dirkswager avatar  avatar Darshan Tank avatar  avatar  avatar

Forkers

stripedmonkey

magicalstats's Issues

Add mana system

A nice extension to this module would be the introduction of a Mana system. Like many other games, mana will be the main resource pool for (eventually) casting spells. For simplicity's sake, we can assume that mana is equal to the wisdom stat * 10.

For something like this, I would expect to see a ManaComponent, ManaClientSystem, ManaAuthoritySystem, and several mana-based equivalents to the health system events. Specifically these events:

  • DoHealEvent
  • BeforeHealEvent
  • OnHealedEvent
  • FullHealthEvent

Optionally, a ManaHUD may be added as well.

Test in multiplayer, especially attack damage, if any

While reviewing #2 I skipped multiplayer testing for expediency, thinking we could try it out in multiplayer sometime later at an event or so. One thing I noted was that attack events are handled in one spot, with drain damage adding in or even replacing standard damage.

@StripedMonkey might have already tested it and I may just be misunderstanding the code, in which case we can close this. But I wanted to make sure we had a reminder to check on it at some point :-)

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