Mantra

by DivineTraveller
Create your own spells, and embark on a quest to save or destroy the lands!
ID:108197
 
Keywords: mantra
My oh my have I been overdue for an update. The sad part is, I really don't have a whole lot to share. I'm cleaning up a lot of code, but I am still adding some features:
  • ink vials
  • npc interaction, based on the previous poll, except the priest npcs teach you via option 2 -- this is because it may be hard to discern what part of his sentence is being taught to you, however everything else is going to be based off of those words, and thusly, option 3
  • spell casting bar (so spells essentially have a cooldown, but not really..
  • giving trigger objects "reactions" (this switch here only reacts to fire, or, my current favorite idea: this orb only reacts to wind, and when you cast wind at the orb, every you see gets knocked down)

And, on top of all of this, I've been trying to figure out a way to rework the resistances/weakness system. The way I have it implemented is probably not the way I want it.. but that's going to take a lot of forethought. Basically, there are two sets of elements:
"pure" elements (holy, dark)
"other" elements (fire, earth, thunder (sound), water, wind)

The chart looks like this:
holy <-> dark
holy and dark are weak to each other, and obvious resist themselves

The other chart looks a bit more complicated:
thunder < fire < water < thunder
thunder < earth < wind < thunder

this shows that thunder has two weaknesses and two strengths (it's supposed to be interpreted as, like, a circle, like the recycling triangle, but that's a triangle, damn..), whereas everything else has one weakness and one strength. If anyone has any stellar ideas, that'd be great -- right now I'm encoding them all into one bit, which I realized a bit late was not the best idea.
resistances = THUNDER|25 -- 25% resistance
resistances = FIRE|THUNDER|ICE|100 -- 100% resistance on all three
That needs to change, but it's not too important yet :X