Howdy, First of all, in order to hopefully decrease the amount of flaming:
*I'm aware of the fact that previous Harry Potter projects have been made, both server-sided and with costum clients. I want to stress the fact that nothing I post here will be with the intention of taking away any of your credits or whatnot, so you may keep comments like "I did that first" or "You only copy me" to yourself.
*Unless the idea I post is mine to begin with I shall post credits, but keep in mind that there's a possibility that you've had a similar idea in the past without me knowing. :$
Having said that I'm considering making a Harry Potter RPG server.
I've got a very limited experience with OT-making but I'm a somewhat skilled programmer so it shouldnt be an issue.
I've been thinking about this for a while but havent had the time (been to lazy) to do anything about it, but if others like my ideas I may finally do something about it.
I've tried to take both RPG- and teamplay-aspects into consideration while writing this but feel free to adress things you disslike/think should be changed (but then please tell me why).
So the basic ideas:
Focus:
I'd be focusing on server-sided changes to begin with, preferably lua-scripting seeing how tampering with the source-code may cause bugs that take more time to fix than I'm prepared to invest.
After going as far as I can get that way (if I'm still motivated) I'll continue with changing the source of both the server and client. (Minor changes may be done earlier but nothing major.)
Vocations:
4 major vocations to begin with, one for each house.
After being sorted into a house you may begin forming your own character the way you please by choosing various spells (you wont be able to get all the spells).
So say you want to be the HPOT equivalent of a "knight", something you'd choose is protective spells rather than attack/healing spells such as "protego" and so on.
Players from the same house won't be able to damage one another unless it is with consent (dueling).
Spells in general:
In order to learn spells you'd have to take "classes", (doing quests).
There will be some "classes" with the same unique ID's, forcing you to choose between say:
*healing yourself
*healing others
*protecting yourself (give yourself a higher def/magical resistance to "block monsters")
*attacking others
Meaning that if you try to learn a spell with same ID as one you already know the Teacher-NPC will tell you you've already chosen another path or something similar.
By limiting the capacity to learn spells for each player you increase the need for working together and helping one another.
Please note that you wont be completly unable to do all of the above but you'll be better at some things.
Healing:
All players would be able to heal themselves to a certain extent however...
*"Out in the field":
Players ("blockers" more than others) would be able to prevent recieving damage (protego) rather than healing themselves.
Unlike tibia where "exura sio" would heal your blocker instantly healers will cast healing-over-time spells, ticking every 4 seconds or so and even then not giving the blocker more than a couple of percents health.
Removing curses should take both skill and concentration, thus making it hard to do so while battling. Meaning that removing a damage-over-time spell would require you to loose your "battle-cross" before removing them.
Of course this would imply that that "dots" wouldnt affect your battle cross, only instant attacks. (For those who didnt grasp the concept this would be the equivalent of having to loose "pz" before casting "exana pox" when you're poisoned.)
*Instant healing:
Would only be possible by either:
*Seeking out Madame Pomfrey in the hospital wing.
*Getting a healer to do it (only possible in certain areas, meaning that if your team is a longer quest there will be places where you have a chance to rest and get healed).
"Leveling":
The "level" would be the age of your character, a first year would be "level" 11.
In order to prevent the need for botting which gives honest players a dissadvantage I propose to set the exp-rate to 0.
Meaning that you wont recieve any exp for killing monsters, instead you do major quests, one for each "year". The idea being that these major quests would be similar to the major adventures in of the books.
Each completed "major" quest will give make you grow a year (gain a level)
Attack-spells:
The majority of the attack spells would be either weak or a "dot"
Casting a strong attack spell would require you to focus, meaning that the actual attack would come a couple seconds after the spell has been cast. Your character would "glow" with the same element that you're about to cast while you wait for the spell to fire. For example if someone would cast the unforgivable curse: "avada kedavra" his/her character would glow with green light for a couple of seconds. One of the reasons being a pvp-aspect.
PVP:
The same basic idea as the PvE that I've explained above, the only spells that may cause you to die instantly will cause the attacker to glow for a couple of seconds after casting the spell before it is fired giving you a chance to use some form of protective spell, "protego/protego maxima" that may only last for a couple of seconds but long enough to block that particular blow.
That's it for now, please give me your thoughts about all of the above.
Yours, Rough
*I'm aware of the fact that previous Harry Potter projects have been made, both server-sided and with costum clients. I want to stress the fact that nothing I post here will be with the intention of taking away any of your credits or whatnot, so you may keep comments like "I did that first" or "You only copy me" to yourself.
*Unless the idea I post is mine to begin with I shall post credits, but keep in mind that there's a possibility that you've had a similar idea in the past without me knowing. :$
Having said that I'm considering making a Harry Potter RPG server.
I've got a very limited experience with OT-making but I'm a somewhat skilled programmer so it shouldnt be an issue.
I've been thinking about this for a while but havent had the time (been to lazy) to do anything about it, but if others like my ideas I may finally do something about it.
I've tried to take both RPG- and teamplay-aspects into consideration while writing this but feel free to adress things you disslike/think should be changed (but then please tell me why).
So the basic ideas:
Focus:
I'd be focusing on server-sided changes to begin with, preferably lua-scripting seeing how tampering with the source-code may cause bugs that take more time to fix than I'm prepared to invest.
After going as far as I can get that way (if I'm still motivated) I'll continue with changing the source of both the server and client. (Minor changes may be done earlier but nothing major.)
Vocations:
4 major vocations to begin with, one for each house.
After being sorted into a house you may begin forming your own character the way you please by choosing various spells (you wont be able to get all the spells).
So say you want to be the HPOT equivalent of a "knight", something you'd choose is protective spells rather than attack/healing spells such as "protego" and so on.
Players from the same house won't be able to damage one another unless it is with consent (dueling).
Spells in general:
In order to learn spells you'd have to take "classes", (doing quests).
There will be some "classes" with the same unique ID's, forcing you to choose between say:
*healing yourself
*healing others
*protecting yourself (give yourself a higher def/magical resistance to "block monsters")
*attacking others
Meaning that if you try to learn a spell with same ID as one you already know the Teacher-NPC will tell you you've already chosen another path or something similar.
By limiting the capacity to learn spells for each player you increase the need for working together and helping one another.
Please note that you wont be completly unable to do all of the above but you'll be better at some things.
Healing:
All players would be able to heal themselves to a certain extent however...
*"Out in the field":
Players ("blockers" more than others) would be able to prevent recieving damage (protego) rather than healing themselves.
Unlike tibia where "exura sio" would heal your blocker instantly healers will cast healing-over-time spells, ticking every 4 seconds or so and even then not giving the blocker more than a couple of percents health.
Removing curses should take both skill and concentration, thus making it hard to do so while battling. Meaning that removing a damage-over-time spell would require you to loose your "battle-cross" before removing them.
Of course this would imply that that "dots" wouldnt affect your battle cross, only instant attacks. (For those who didnt grasp the concept this would be the equivalent of having to loose "pz" before casting "exana pox" when you're poisoned.)
*Instant healing:
Would only be possible by either:
*Seeking out Madame Pomfrey in the hospital wing.
*Getting a healer to do it (only possible in certain areas, meaning that if your team is a longer quest there will be places where you have a chance to rest and get healed).
"Leveling":
The "level" would be the age of your character, a first year would be "level" 11.
In order to prevent the need for botting which gives honest players a dissadvantage I propose to set the exp-rate to 0.
Meaning that you wont recieve any exp for killing monsters, instead you do major quests, one for each "year". The idea being that these major quests would be similar to the major adventures in of the books.
Each completed "major" quest will give make you grow a year (gain a level)
Attack-spells:
The majority of the attack spells would be either weak or a "dot"
Casting a strong attack spell would require you to focus, meaning that the actual attack would come a couple seconds after the spell has been cast. Your character would "glow" with the same element that you're about to cast while you wait for the spell to fire. For example if someone would cast the unforgivable curse: "avada kedavra" his/her character would glow with green light for a couple of seconds. One of the reasons being a pvp-aspect.
PVP:
The same basic idea as the PvE that I've explained above, the only spells that may cause you to die instantly will cause the attacker to glow for a couple of seconds after casting the spell before it is fired giving you a chance to use some form of protective spell, "protego/protego maxima" that may only last for a couple of seconds but long enough to block that particular blow.
That's it for now, please give me your thoughts about all of the above.
Yours, Rough
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