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English RPG Ideas (Spells, items, potions etc.)

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old Re: RPG Ideas (Spells, items, potions etc.)

Alistaire
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Invisibility;

> Dagger - kill results in x seconds invisibility.
> Spell - getting hit only deals a little damage, and makes you invisible for x seconds.
> Monster - stays invisible till it's close enough to leap into you to attack.

old Re: RPG Ideas (Spells, items, potions etc.)

Rainoth
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user Alistaire has written
Invisibility;

> Dagger - kill results in x seconds invisibility.
> Spell - getting hit only deals a little damage, and makes you invisible for x seconds.
> Monster - stays invisible till it's close enough to leap into you to attack.


That last one is awesome.

old Re: RPG Ideas (Spells, items, potions etc.)

G3tWr3ck3d
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• Here are some of my ideas

1: Available options when talking to a NPC
2: HUD/ Current XP and needed XP until the next level
3: Maybe gold limit to avoid abuse
4: Hire mercenary that can help you on fights
5: Add arrows for bows to make it more realistic
6: Carry limit, when you reach the weight limit you move slower
7: Add boat as an item to let players sail
8: Allow lock-picking to chests
9: Paralyse/Freeze scroll (reduce player/monster movement)
10: Monsters will chase after you if they are getting hit until they reach to their spawn zone limit.
11: Allow NPC pickpocketing (you have a chance to steal gold from him but if you are getting caught you go to the jail for some minutes)
12: jail [id] [reason] command for GM its effective when some of the players are getting annoying
13: When a monster is getting killed only the person who killed it can get the items, if the player will not be interesed in geting the items then after a couple of seconds the other players can get the items, if no one needs the items then they dissapear after 2 minutes
14: Double XP potions and so on
15: Skill/ Healing Light, heals (random) hp of the target depending of the skill level
16: Buff/ Arcane Blessing, gives targeted player (random) strength for some minutes
17: Skill level, the more you use it the better it is when casting it
edited 2×, last 27.01.14 08:46:19 am

old Re: RPG Ideas (Spells, items, potions etc.)

Elfing
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Sacrifice: Drains half of your HP but adds your weapon %200 damage

Cursed Blood: (I don't know if its possible) deals moderate damage up.to 3 enemies and deals damage over time

Didnt decide a name yet:deals a damage based on the difference between your current HP and max HP

Arcane Shield: creates a shield that turns most of the damage taken into HP

Commanding Strike:deals normal damage and turns monster attention to you for 5 seconds
edited 2×, last 27.01.14 12:07:09 am

old Re: RPG Ideas (Spells, items, potions etc.)

Rainoth
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user G3tWr3ck3d has written
• Here are some of my ideas

1: Available options when talking to a NPC
2: HUD/ Current XP and needed XP until the next level
3: Maybe gold limit to avoid abuse
4: Hire mercenary that can help you on fights
5: Add arrows for bows to make it more realistic
6: Carry limit, when you reach the weight limit you move slower
7: Add boat as an item to let players sail
8: Allow lock-picking to chests
9: Paralyse/Freeze scroll (reduce player/monster movement)
10: Monsters will chase after you if they are getting hit until they reach to their spawn zone limit.
11: Allow NPC pickpocketing (you have a chance to steal gold from him but if you are getting caught you go to the jail for some minutes)
12: jail [id] [reason] command for GM its effective when some of the players are getting annoying
13: When a monster is getting killed only the person who killed it can get the items, if the player will not be interesed in geting the items then after a couple of seconds the other players can get the items, if no one needs the items then they dissapear after 2 minutes
14: Double XP potions and so on
15: Skill/ Healing Light, heals (random) hp of the target depending of the skill level
16: Buff/ Arcane Blessing, gives targeted player (random) strength for some minutes
17: Skill level, the more you use it the better it is when casting it


Those are by far the most basic suggestions I've read in this thread.
1 - Done;2 - Done;3 - Players don't get that much gold that they could abuse it;4 - That's like pets and Yates already denied that;5 - Not sure, but maybe he added those;6 - Useless, would just annoy everyone.;7 - Sail 10 tiles ? Cool. ;8 - Not needed as chests aren't locked (if there are any);9 - Already there I'm sure;10 - Yates already has Monsters AI, read the thread in NGM forum; 11 - Unfair because people are meant to farm monsters, not stay passive in city and gather gold;12 - Was made in FreeRoam, might be implemented but I don't see much reason to. Why ? Because everything is in English so all stupid kids won't be able to pass the tutorial, therefore annoying people are out.; 13 - Probably the only kinda good idea. But I'll disagree with it too x) what if you get KS'ED ? I'll mention this in the last line to make a suggestion; 14 - What for ? Useless. You just want to be able to level up fast. If you want to be strong, you gotta work for it, just like in RL;15 - Healing items/skills are already made;16 - Strength potion and other similar buff adding potions are there;17 - Suggested to and (I think) denied by Yates

Now about those monster drops. I think it would be kinda cool to distribute the items and gold depending on damage made. The items could have something like Importance ratio so say there was items with ratios 80/15/5 and two players killed a monster for 70 and 30% total damage. Player with 70% would get 80/5 and 30% would get 15, the gold would be distributed purely by how much a player dealt total damage. This is not easy to make, but it definitely allows fair dropping.

old Re: RPG Ideas (Spells, items, potions etc.)

Yates
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@user Rainoth: He means that a monster will not walk out of its spawning ground. Which can be abused if a player simply stands outside of it using a crossbow. Also the first idea is meant that when you talk to an NPC, the options available (yes, no, ok, etc) are displayed. But this has already been taught in the tutorial island, so no confusion should occur in what to say next.

@user G3tWr3ck3d:
• Accepted/already added ideas in your list:
2, 9, 12.
An exception would be 14, I am planning to add this but instead of something that can be used/activated by players I will add events.

The rest is not something I would like to add. For example (Probably the idea you worry the most about being accepted or not) the items that have dropped can only be picked up by you alone for a certain time. This was not the case with any RPG back in the day, you could do whatever you want and steal items. This is a good thing, it makes players attack each other more often and be aware of their surroundings. Suddenly they all changed this and RPG games became less about PVP and more about just killing another mob.

@user Elfing: Sorry, your ideas bore me.

old Re: RPG Ideas (Spells, items, potions etc.)

G3tWr3ck3d
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• Here are some Spells:
> NOTE, (random) = put your wanted number

1: Pathfinder - Player is able to see the path to the quest or simply to the monster he needs to kill in quest
2: Blindness - Monster can spam a flash grenade to the enemy (or just make a white sprite on his screen)
3: Chill Touch - Deal (random) damage if successful melee attack
4: Infravision - Allows player to use (night vision device)
5: Fireball - Player casts a fireball dealing (random) damage to the enemy
6: Blur - Throws an Axe (or whatever) at the enemy dealing damage
7: Knock - Deal Damage to the enemy and knock him 2 tiles back
8: Luck - (random) bonus on monsters loot
9: Mirror - If the player/monster hits you and you have used this spell then he will get hit by his spell/hit
10: Monster Charm - Taking control over a monster
11: Haste - Doubles caster movement and attack speed
12: Spell Arch - Makes you invulnerable to the next spell
13: Confusion - If player is hit by this spell he can't attack for (random) time
14: Polymorph - Turn player into a form (a gfx should be applied on him)
15: Cloudkill - Deals (random) damage to all players/monsters (unless they are in your team) around you
16: Wraith Form - Immune to all non magical attacks
17: Dodge - Player can dodge the next attack
18: Surprise Attack - If a player is in invisible form and he hits another player/monster he gets a bonus damage
19: Return - Allows player to return to his saved spawn point
20: Exort - Deletes all active spells on the targeted player

Also when a player fights with a monster he should be unable to run away with the horse.

Actualy you could stop this abuse
If the player hits the monster the monster can leave his spawn zone and he will come back to his spawn zone after (random) tiles/seconds have reached but when he comes back to his spawn zone he will come with full health.
edited 5×, last 28.01.14 05:07:09 pm

old Re: RPG Ideas (Spells, items, potions etc.)

Yates
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@user G3tWr3ck3d: The monster AI is scripted to walk around randomly, if I start messing with Weiwen's code on that I might break it. Actually I have no idea how I could make them walk back that distance without walking into (and stay moving) a wall.

Also, check the first post (my post), it has some of your potions/spells there. I'll think about the rest, some of them seem cool.

But there is one thing, I won't EVER, use monster/pet AI to follow the player or help out. I just won't.
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