Flying
From Neverend
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[edit] Flying as an ability
Players can fly based on items and spells, which can allow floating, levitation, extended jumping, moving towards a center direction, moving to a specific point, moving a specific distance, or free flying. Such abilities are hindered by high casting cost, high skill requirement, rarity of item or spell, risk of effect wearing off in mid-air, and increased damage when falling.
[edit] Flying projectiles
Projectiles fly when activated. This includes arrows, stones, thrown items, tossed objects or players, cannonballs, ballista bolts, and spells.
[edit] Flying transportation
Flying transportation includes airskiffs, airships, flying chariots, flying or levitating platforms, flying carpets, flying boats, objects levitated by magic or items, and flying magical objects created by spells or items. Such forms of transportation are rare and costly, requiring high engineering skill or magic skill, and high resource or magic requirements. The means to create flying transportation is rare, and is initially unavailable until later updates.
Flying mounts are monsters that can fly, and are controlled by the rider, controlled by AI, or made to go to a specific destination without being controlled.
[edit] Flying monsters
Some monsters can levitate, fly in a certain direction, or freely move in the air. This includes birds, ghosts, dragons, griffons, wyverns, and other creatures. Some monsters have a low maximum height they can rise above ground level, while others have a high maximum height that allows flying through most of the sky. Some monsters can be climbed while flying, and some can be turned in to a mount. Monsters that are not activated as a mount but are climbed will try to shake off the climber.
[edit] Limitations to flying
Levitation creates a buffer zone to the ground that allows the player, object or monster to stay above the surface. Flying does not have this effect, and contact with the ground may cause damage. Ideally, a flying player, object or monster should have both flying and levitation to ensure safety.
[edit] Swimming
Swimming uses similar concepts to flying. Swimming players, monsters, and transportation can move freely in water at a slower pace, and cannot move past the ground unless using a digging, embedding or submerging action. When above the water surface, the swimming player, monster or object can only rise to 1/4 their height above the surface. Players can leave the water by climbing on to a higher surface, walking to a higher surface, being pushed out of the water, or leaving the water such as falling out of a waterfall.
Water relies on its surface to determine when it is entered or exited. A spell that levitates water will create automatic boundaries on all side that allow water to be exited or entered. Water that is magically levitated can be exited by swimming downward and falling out of the water, or falling sideways out of the water. Gravity also pulls anything partially submerged on the side or below water so that players cannot remain sticking out of water. Ground or building surfaces prevent exiting water in this way.
If a player or monster can be drowned by water, then it will suffocate over time with an air meter. When the meter runs out damage will be dealt to the player or monster. This can be avoided with spells and items that disable drowning for a period of time, or spells and items that affect the breath meter by increasing the current air, preventing the air from reducing, slowing the rate that air reduces, or increasing air over time. Spells that aid in drowning will reduce air faster.
