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 <<O>>  Difference Topic PoisonS (r1.2 - 20 Feb 2006 - AureleaGu)
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  • Well my thoughts on this are that berserk would give a temporary effect like bracers of speed, in that your hits per round would increase. Blindness would act in the same type of way that I think sandstorm works, that a player would just swing blindly at something with decreased chance of hitting. Paralyzation is an obvious one and poison could work like weaken, lowering a stat. I think that you could use different poisions to specifically target the stat which you would want to lower.
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here are my thoughts on poisons (and potions)

  • berserk would be a potion that affects the player. Because berserk implies violence. I don't imagine you want your opponent being more violent towards you than s/he already would be. It would give a temporary effect like bracers of speed, in that your hits per round would increase. Blindness on the other hand would effect the NPC (or pk even) and would act in the same type of way that I think sandstorm works, that a player would just swing blindly at something with decreased chance of hitting. Paralyzation is an obvious one and just a general poison could work like weaken, lowering a stat. I think that you could use different poisions to specifically target the stat which you would want to lower.
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-- AureleaGu - 15 Feb 2006

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-- AureleaGu - 21 Feb 2006


 <<O>>  Difference Topic PoisonS (r1.1 - 14 Feb 2006 - AureleaGu)
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%META:TOPICINFO{author="AureleaGu" date="1139944779" format="1.0" version="1.1"}% %META:TOPICPARENT{name="AlchemySystem"}% "Alchemy needs to be expanded to include poisons (applied to weapons perhaps) and status effects, things such as blindness, paralyzation, poisoned, berserk, etc. Currently I believe we can support, stat loss or reduction, and loss of hp and while these are the most typical poisons, I think the other ones add a lot more depth.

Things to plan How do we administer the poison? Poison types and how they are made (the more powerful the longer the preparation?) Setting up code so we can do status aliments, skill reduction poisons, and making it so these effects last over reboots and logging off/logging in

I hardest part no doubt is getting that last one set up. Elffy once told me it is impossible to make the room dark to individuals (blindness) so we may have to alter things around inplay Poison recipies should be kept simple, until we can support living something in moonlight for 3 days... "

  • Well my thoughts on this are that berserk would give a temporary effect like bracers of speed, in that your hits per round would increase. Blindness would act in the same type of way that I think sandstorm works, that a player would just swing blindly at something with decreased chance of hitting. Paralyzation is an obvious one and poison could work like weaken, lowering a stat. I think that you could use different poisions to specifically target the stat which you would want to lower.
  • I don't support poisons lasting multiple boots. I think that everything in this game is significantly sped up. You can eat like 2 cakes every 3 minutes... who in the real world can do that? Or drink 5 beers in under 30 seconds and only have a hang over for 2 minutes? How many people are going to go out and kill 1000 people/monsters in a 24 hour period with a sword, knife or staff? So yes a poison might last an extended period in the real world... but not here. Maybe if someone used a poison a few minutes before boot it'd be debatable. But a person that has qgear a few minutes before boot doesn't end up with it afterwards. Not everything in this game is going to be perfect or completely realistic.
  • How would it all be administered? Well for ones that affect the player themself, they could be drinkable. But go up to an enemy and say 'here drink this' and it's not going to happen. I like the idea of being able to poison a weapon. I think that in doing this, there could also be a chance of poisoning yourself. In the heat of battle, you nick yourself or your opponent blocks an attack so forcefully that your weapon catches you. I know that fantom has been working on installing a new combat system so I don't know if this would be implementable with that.

-- AureleaGu - 15 Feb 2006


Topic PoisonS . { View | Diffs | r1.2 | > | r1.1 | More }
Revision r1.1 - 14 Feb 2006 - 19:19 GMT - AureleaGu
Revision r1.2 - 20 Feb 2006 - 16:11 GMT - AureleaGu
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