MagicSpells configuration for server
ORGANISATIONAL TASKS:
- Standardise spell descriptions. e.g.
- (Colour code)Spellname: Lv(memory) spell
- Descriptive text
- [Requires (prerequisites)]
- Standardise spell layouts:
- spell-class
- cast-item
- spell-icon
- casting costs (cost, cast-time, cooldown)
- learning requirements (prerequisites, precludes, replaces, and memory)
- spell-specific configuration (range, damage, etc)
- modifiers
- description and other strings
- effects (particles, sound effects, etc)
- Most vital strings to write:
- Descriptions
- str-cost
- str-modifier-failed (if spell has require/denied modifiers)
DESIGN TASKS:
- Technology tree
- Novice level spells have a memory cost of 3 or less, have no MagicXP requirements, and can be cast with a stick.
- Apprentice level spells have a memory cost of 4-7, have a Novice MagicXP requirement of 100x the memory cost, and can be cast with either specific cast items or a stick.
- Master level spells have a memory cost of 7 and up, have requirements of Apprentice MagicXP 100x the memory cost.
- Cast item creation spells are Apprentice level, must be cast with a grimoire, and are not bindable.
- Grimoires should be thematic with appropriate item creation spells tied to them
- Spell effects
- Visual and sound effects are a great way to make spells characterful and "feel" magical. If a spell doesn't have any built-in and obvious effects (like a fireball or particle projectile spell) it should have some effects.
- Spell effects should give some hint as to the school they come from
- Even simple spells like eating or item creation benefit from spell effects
- You can accompany spell effects with str-cast-self, str-cast-target, or str-cast-others, but often these will not be necessary