Implement guild system with multi-guild, spells, and combat casting
- Guild data model: world/guilds/*.toml defines guilds with stat growth, resource type (mana/endurance), spell lists, level caps, and race restrictions. Spells are separate files in world/spells/*.toml. - Player resources: mana and endurance pools added to PlayerStats with DB migration. Passive regen for mana/endurance when out of combat. - Guild commands: guild list/info/join/leave with multi-guild support. spells/skills command shows available spells per guild level. - Spell casting: cast command works in and out of combat. Offensive spells queue as CombatAction::Cast and resolve on tick. Heal/utility spells resolve immediately out of combat. Mana/endurance costs, cooldowns, and damage types all enforced. - Chargen integration: classes reference a guild via TOML field. On character creation, player auto-joins the seeded guild at level 1. Class selection shows "→ joins <Guild>" hint. - Look command: now accepts optional target argument to inspect NPCs (stats/attitude), objects, exits, players, or inventory items. - 4 guilds (warriors/rogues/mages/clerics) and 16 spells created for the existing class archetypes. Made-with: Cursor
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world/guilds/mages_guild.toml
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world/guilds/mages_guild.toml
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name = "Mages Guild"
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description = "Wielders of arcane forces, the Mages Guild unlocks the mysteries of magical power. Members sacrifice physical resilience for devastating magical attacks."
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max_level = 50
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resource = "mana"
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base_mana = 60
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base_endurance = 0
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spells = ["spell:magic_missile", "spell:fireball", "spell:frost_shield", "spell:arcane_blast"]
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min_player_level = 0
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race_restricted = []
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[growth]
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hp_per_level = 3
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mana_per_level = 8
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endurance_per_level = 0
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attack_per_level = 1
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defense_per_level = 0
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