diff --git "a/docs/CrystallEdge/\320\223\320\265\320\271\320\274\320\264\320\270\320\267\320\260\320\271\320\275/Spell Casting.md" "b/docs/CrystallEdge/\320\223\320\265\320\271\320\274\320\264\320\270\320\267\320\260\320\271\320\275/Spell Casting.md" new file mode 100644 index 0000000..427fb69 --- /dev/null +++ "b/docs/CrystallEdge/\320\223\320\265\320\271\320\274\320\264\320\270\320\267\320\260\320\271\320\275/Spell Casting.md" @@ -0,0 +1,29 @@ +# Spell Casting +Spells are any active ability listed as a spell and are under these design principles. + +_Bolded values are subject to change._ + +### Gaining spells +Spells are gained much like any other active ability upon leveling up. They may also be tied to a specific class. + +## Spell Design principles +A list of principles that must be followed when designing a new spell. +1. Spells should always put an entity on the playing field when possible. Such as instead of a teleportation spell, instead it's a spell that places 2 linked portals. +2. Spells should feel impactful. +3. A spells cast time should at minimum be 4 seconds on the base spell unmodified. +4. An exception to principle 3, If a spell were to have a base cast time faster than 4 seconds the cool down must be vastly longer. + +## Accumulated damage threshold (ADT) +ADT is used in place of a do-after canceling upon taking any damage. What ADT does is it while your casting a spell it tracks how much damage that you have taken. +Once you reach a certain threshold your spell is canceled. This can also be used for any ability + +# Mana +Mana, at its most basic, is a resource spent on casting spells and other effects. +Mana is stored in a singular way for now -- in the body of players. Players will have internal mana storage that they can cast from. +A player's mana capacity is determined by their intelligence stat, at 4 mana capacity per intelligence. Players start with 5 intelligence, giving them a starting capacity of 20. +Mana is gained in a couple ways, much like games such as Terraria, Doom, and Ultrakill, to incentivize aggressive play. +1. Mana will not natrually regenerate over time, as this causes boring gameplay of hiding away for 15 minutes. +2. "Mana motes" are dropped by monsters when killed in order to incentivize aggressive play. Mana motes can be consumed in-hand to instantly restock mana. Higher tier monsters drop higher tier mana motes, which contain more mana. +3. The mana earned from mana motes is limited, so magic characters must still be cautious when using their abilities. +4. Mana motes expire after 10 minutes, so that they are not built up for spam casting. +5. Finally, mana potions are purchased in safe zones or found in the dungeons. They are a more permanent form of mana, able to be used at any time. They restore high amounts of mana \ No newline at end of file