Permanent Buff Design - Floodkiller/crawl GitHub Wiki

Design/discussion about how to implement Hellcrawl's permanent buff system goes here.

Which spells receive the perma buff system, and which will use the current system?

How complex is it to pull over from Hellcrawl? (something I need to investigate)

Any adjustments from how Hellcrawl’s system works?


You need to add a player stat for reserved mp (requires a minor version tag if you want to maintain save compatibility), some framework stuff in player-reacts, spl-util and a couple other places to calculate reserved mp costs every turn, and make a few changes to output.cc and the webtiles display to display reserved mp. Adding a particular permanent buff usually requires a new attribute, a new ability to cancel the effect (you can usually just copypaste from one of the other 'end the effect' abilities), and a new status, plus hooking up the new attribute to whatever parts of the code the old buff worked with, plus whatever balance adjustments you make. I can put together a pr for the basics of the system if you want it. I would suggest polling your player base with a list of spells to potentially make permanent buffs. The system can go as wide or as narrow as you want, really, but pretty much every permanent buff implementation I've done has also reworked the spell to some degree. Good luck with your fork guys. -Hellmonk