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CS2D General RPG Ideas (Spells, items, potions etc.) tek69 has written
How about upgrading weapons?
There's already Enchanting,Gems suggested. Read the threads.
Would it be possible to make caves where you can see very little area ? If you're thinking of it now, I'd also suggest having mages be able to use Illumination which would increase THEIR vision. I don't think it's really hard to do.. Just add a hud img that covers the player's view mostly.
Earth Pillar - use RPG for this -> Where RPG exploses,it does a circle around where it exploses in form of explosions
Firewen - Spawns a NPC which attacks everybody near them
Freeze Storm -> use rpg for this -> Where exp exploses,it does a circle around with Snowballs,and it who gets hit by,or is in the field of the spell (mark somehow,lol)gets Slowness + less attack dmg
Items
Candy - outputs in chat "mhh..yummy!"
after 10 uses,outputs "you're getting fat!"
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Spells for heal-type class;
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Leech Party > If player will use it when party's ON, then everybody get's Paralysis Resistance(20% or absolute resistance), Bleeding Resistance(same here), and return 1% damages into HP/Mana. It eats mana 2% per second. (Or another high cost of it)
( You can also make it, by split it one by one, for example;
Bleeding Resistance > For 10 seconds everybody who's in party gets Bleed Resistance. Eats 25% Mana of caster. )
Stone Skin > Gives buff to player (or players in party) +5(+1 additional defence per caster level. (If caster have 25 level, then it gives +30)) defence for 5 minutes. Costs 200 Mana. Or 5%.
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Spells for physical damage-type class;
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Snake Bites > Costs 5% of mana. Low cooldown ( For example; 10-20 Seconds). Your next physical based attack will ignore 10% of enemy shield/defence.
Undying Soul > If player have minimum 25% or more current life, sets life to 1% and gives him immortality for 3-5 seconds.
Art of Madness > There's no limit, no one can stop you! For 5-8 seconds you've resistance to all of negative states. Costs 75% mana.
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Spells for magical damage-type class;
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Clear Mind > Removes all negative states by 50% or Absolute scale, by eating 25% of caster health and mana.
Art of Yin > Shot Yin energy-ball, and when it hits enemy have 50% of chance to paralysis enemy, and deal bleed-effect damage for 5 seconds, dealing 10-200 health per second.
Art of Yang > Shot Yang energy-ball, and when it hits enemy deals 100-500 damage (Numbers are example, cause I don't know which level you will use for apply these skills) and have 25% chance to deals additional 100-200 damage.
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Items;
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Dragon Scale > Rare item, which can upgrade your weapon stats, by adding +10% of current item stats. (Can be used only once, or 3 times.)
I know that you don't want more potions, but here's my idea about it:
(#STATE - For example, Health, Mana, Damage, Defence.)
Knowledge #STATE Potion > Exchanging 10% of max experience, for 20% #STATE for 1 min, if state is damage/defence type.
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I hope you'll use something what I wrote here.
Of course you can edit it for your own.
It's just examples.
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Your melee weapon size is doubled.
Homam has written
Gigantism Potion
Your melee weapon size is doubled.
Your melee weapon size is doubled.
How does that help someone ?
Tiny p**** potion
Piss 5 times longer.
Senseless.
Mining has been added like promised.
Enchanting has been taken into account, thank you for the ideas. I will be using most of the potion/spell ideas here and you will be added into the credits. Keep the ideas coming!
Also, why don't you add cooking in game? Lets you to create bunch of different dishes. Some of them may even give you temporary boosts.
What do you think?
RPG Aurora is now being mostly based on Skyrim (even though I didn't notice this until later, yes, even after the armours I had no clue). Cooking in Skyrim is something no one really does, it's shit, useless and creates a hell-load of items in the game which no one really wants. I don't want items lying around in my mod. So no cooking.
Please take into account that I am not saying no to ideas because I dislike them. But I am also making sure the server will not be pushed beyond its limits.
Read the dev. thread, seriously. It's in my signature.
I used Skyrim as an example of why I do not want to add cooking.
You can only plant in allocated areas, and only you will be able to see your plants.
Please start thinking about the server and other players. Let me compare with minecraft, someone builds a massive house right at the spawn with gold blocks and everything with use of creative mode (thus a shit admin). Then a guest comes, and he sees the house and takes all the things of use and leaves the rest. No one wants the rest, it's shit and you can't do much with it.
That is what I don't want. Hope you understand, the idea is great, just doesn't have a lot of use.
Drop what on the floor? There should not be anything left.
Plant -> Harvest -> Brew potion.
Also, if you are afraid of server lags caused by huge amount of items dropped, then why don't you add item despawning? If item was on the floor for longer than 2 minutes, then it will disappear. I used it in my script and it's pretty easy thing to do script-wise. Of course if you dropped that item in the house, then it won't disappear.
Time ago when I tested my simple equipment system I used bomb_d image which was quite characteristic symbol of a tile with items. When all items were collected - bomb_d image disappeared.
I really belive it would be a lot of work for you to rewrite it all; it's just a suggestion. Just saying.
People will get sick of it and not use the items anyway, they will drop them (And I am already adding a function to remove items on time) and others will pick up the ones they want without doing anything.
Shield Armor.
It works like a normal armor and gives normal defenses, but getting hit frequently in a period of time with X % of damage will make it fade away.
In other words...
> +%/X defense
> Sustain 10 hits which take away 5% your health (or smaller bigger, dis just an example)
> Armor goes away and you lose all it's stats
> After not getting hit for a while, you regain your armor.