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[Heroes] Attributes for Skills, Attacks, and Classes

Dazureus

Legacy Supporter 4
Joined
Jan 14, 2011
Location
Texas
tl;wr- Think Pokemon but the types aren't elemental. I don't know how practical this is to implement, but I bet it would be edifying to the Heroes plugin.

In many games, RPGs in particular, different elements of the game are categorized with different attributes- A monster may be Undead or a Dragon or a Mech, with a different collection of ways they interact. Undead monsters often take extra damage from light/healing/holy attacks. A character may deal Water damage with a spell and the living fireball on the other side of the screen may automatically go away. This sort of thing extends even to Minecraft and it's blocks- A dirt block makes Dirt sounds, is not Transparent, is not Luminous, and breaks most quickly with a Shovel.

I'm suggesting some sort of tag system for the Heroes plugin. This could help with organization and specificity with in-game effects. There are certain tags that would only work for certain things, a zombie wouldn't be tagged as Fire. Undead, Monster, or Humanoid, but not something like Fire. That's for skills. I will now list some stuff.

Skills-Major Tags
Magic (energy based effects)
Physical (matter-based effects)
Passive (effects applied constantly/part of being a certain class)
Mobility (effects meant for enhancing the user's ability to move about)
Weapon (effects dependent on the user's weapon)
Melee (close-range effects)
Range (long-range effects)
Projectile (effects delivered via projectiles)
Self (effects inflicted upon the user)
Foe (effects inflicted upon others)
Party (effects inflicted upon members of a party

So,"Fireball- Magic/Projectile/Foe, inflicting damage upon and igniting those effected." You could further
tag Fireball with ElementFire or some such.

Ideally, ordinary attacks would be tagged as well- "sword attack- Physical/Melee/Foe/WeaponSword, inflicts damage upon those affected."

Monsters could have tags, and although I'm less inclined to suggest it player classes could as well.
Mobs- Major Tags:
Hostile
Passive
Undead
Fireproof
Humanoid
Nether
Marine

Now, tags alone are a means of identification and specificity. They won't do anything by themselves. It may be possible to have different effects automatically apply to creatures or skills with different tags, but that would be in addition to this, not part of it. I'm thinking of skill targeting and resistances for the most part. Say, Dreadknights get a skill that causes all of their Melee skills (normal attack included) to do more damage for an amount of time, while temporarily tagging the user as Undead, exposing them to extra damage from a Paladin or a Healer.
 
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