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- Jun 12, 2016
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Hey guys, TVSP here
So I just started to design a new RPG, and I want to make it outstanding by creating actors with unique and outstanding combat mechanics.
For some reason I have this fixed idea of designing a Hero like Invoker from Dota.
If you don't know him, hes a ranged Intelligence Hero, who excels at versatility. To explain it simple, he has three orbs circling around his head, which change his stats. Furthermore he has three spells to change these at any time. For example when you have three Exort ("Fire") orbs, and you cast Quas ("Water") two times (the spells have no cooldown) and Wex ("Air) one time, you have now two Quas and one Wex orb orbiting around you.
The most interesting part is, that Invoker has his Ultimate already on level 1 called "Invoke". When he casts it, he draws from the powers of the orbs and crafts a spell, while the outcoming spell of this ritual depends on the constellation of the orbs you hold. BUT he can only have two spells at a time, which means, when he invokes and he already got two spells, the penultimate spell gets replaced by the newly invoked one.
I want to do kinda the same thing, but only with two "orbs", but four instances representing the four elements (thus naming the class "Elementarist")
To make things clear, I write it as a Battle log
Let's say the Hero still knows "Volcano" from his last fight.
Hero casts "Ember" -> gets an extra action (because I don't want that the player burns action on simply calling an element)
Hero casts "Aqua" -> gets an extra action
The Hero rethinks his choice and casts "Storm" -> "Ember" gets replaced by "Storm" -> Hero gets an extra action
Hero casts "Fuse Elements" -> Hero learns "Battle Blessing" -> gets an extra action
Hero casts "Battle Blessing"
Round ends.
Hero casts "Earth" -> "Aqua" gets removed by "Earth" -> Hero gets an extra action
Hero casts "Fuse Elements" -> "Volcano" gets replaced by the newly invoked spell "Rejuvenating Tide" -> Hero gets an extra action
Hero casts "Rejuvenating Tide"
Round ends.
In Summary:
1. The Hero never uses an action when calling an element
2. When you already hold two elements and call one, the penultimate gets replaced by the new one
3. When you have two spells learned, and fuse elements, the penultimate spell gets replaced by the new one
4. When you fuse elements, but you already know the spell you invoke, nothing happens and you get an extra action
Guys, I know its horribly complicated and my writings are miserable, but I really need help, as I know nothing about scripting.
Every help is appreciated and my eternal gratitude would be guaranteed for every comment.
Sincerely,
TVSP, the very strange Protoss
So I just started to design a new RPG, and I want to make it outstanding by creating actors with unique and outstanding combat mechanics.
For some reason I have this fixed idea of designing a Hero like Invoker from Dota.
If you don't know him, hes a ranged Intelligence Hero, who excels at versatility. To explain it simple, he has three orbs circling around his head, which change his stats. Furthermore he has three spells to change these at any time. For example when you have three Exort ("Fire") orbs, and you cast Quas ("Water") two times (the spells have no cooldown) and Wex ("Air) one time, you have now two Quas and one Wex orb orbiting around you.
The most interesting part is, that Invoker has his Ultimate already on level 1 called "Invoke". When he casts it, he draws from the powers of the orbs and crafts a spell, while the outcoming spell of this ritual depends on the constellation of the orbs you hold. BUT he can only have two spells at a time, which means, when he invokes and he already got two spells, the penultimate spell gets replaced by the newly invoked one.
I want to do kinda the same thing, but only with two "orbs", but four instances representing the four elements (thus naming the class "Elementarist")
To make things clear, I write it as a Battle log
Let's say the Hero still knows "Volcano" from his last fight.
Hero casts "Ember" -> gets an extra action (because I don't want that the player burns action on simply calling an element)
Hero casts "Aqua" -> gets an extra action
The Hero rethinks his choice and casts "Storm" -> "Ember" gets replaced by "Storm" -> Hero gets an extra action
Hero casts "Fuse Elements" -> Hero learns "Battle Blessing" -> gets an extra action
Hero casts "Battle Blessing"
Round ends.
Hero casts "Earth" -> "Aqua" gets removed by "Earth" -> Hero gets an extra action
Hero casts "Fuse Elements" -> "Volcano" gets replaced by the newly invoked spell "Rejuvenating Tide" -> Hero gets an extra action
Hero casts "Rejuvenating Tide"
Round ends.
In Summary:
1. The Hero never uses an action when calling an element
2. When you already hold two elements and call one, the penultimate gets replaced by the new one
3. When you have two spells learned, and fuse elements, the penultimate spell gets replaced by the new one
4. When you fuse elements, but you already know the spell you invoke, nothing happens and you get an extra action
Guys, I know its horribly complicated and my writings are miserable, but I really need help, as I know nothing about scripting.
Every help is appreciated and my eternal gratitude would be guaranteed for every comment.
Sincerely,
TVSP, the very strange Protoss


