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Checks
There are a few checks that the combat script requires to function. is_criticalThis function checks whether a hit is critical. It uses the crit modifier of a spell and the base critical hit chance of the source as arguments. A random number generator is initi...
Value Application
The final part of the combat event sequence, before the logging, is the application of the final spell value to the absorb shields and health of the target. apply_damageThis function applies damage to the health of the target, and returns the difference betwe...
Stat Modificiation
Stat modification occurs when a buff or debuff is applied to a target, and an array of stats is changes either additively (positive or negative) or multiplicatively (with values greater than or less than 1). apply_buffThis function applies the stat modificati...
Log Messages
All combat events are logged, to ensure that combat encounters can be analyzed. No in-game analysis exists currently, but is planned to be implemented at some point. It is not actively being developed at the moment, however. In the future, it is intended that...
Actionbars
Actionbars are grid containers that contain buttons. Spells can be assigned to the buttons, which allows clicking or using the appropriate hotkey to trigger the spell. LayoutBy default, there are two actionbars with 12 slots each. The number of columns is s...
Boss 1
SettingThe players walk along a tarn towards the mansion of the lord of Usher. A void creature emerges from this tarn. The connection to the void is not full established, and so the fight is mostly about controlling adds that spawn. The goal is to not allow th...
Overview
Bosses There should be 8-10 bosses per map, that are thematically relevant to the storyline. They should have different damage and healing profile requirements to incentivize players to change classes boss by boss, but changing should not be mandatory in norm...
Links
Fall of the House of Usher - Overview Class Design Technical Documentation
Tasks
The following tasks would be reasonable to tackle: Lore Rough concept for class designs of non-Agatha characters More detailed concept for Agatha Adaptation of the short story to the playable map Maps Hub map layout Pipeline from Blender...
The Fall of the House of Usher
Original Story The narrator approaches the gloomy house of usher on horseback. The sight fills him with dread, even more so when he sees its reflection in the tarn by the house. The narrator was summoned by the lord of the house and boyhood friend, Roderick U...
Spell Queue
In order to make spell casting smoother, and not have short gaps between spells when the next is not triggered frame-perfectly, a spell queuing system exists. This system allows spells to be queued towards the end of a currently active cast, or a currently act...
First Playable Alpha
The first playable alpha should consist of a functioning hub map, the first playable map (The Fall of the House of Usher), and at least one class per role that can be played. A more detailed list of features is as follows: A list of required features(cheese...