
But the number itself is probably just low enough to be ok.
Nice! Will you do it for Fire Wall and Scorched Earth too?minmay wrote:Adding the spellbook functionality, grammar fixes, ice shards/firebeam fixes, and an original meteor ore model+texture (!!!!) now.
It could be easier to track for the player this way, I agree. The 4 conditions having a fixed value, I suppose you want to redefine a merged new condition?minmay wrote:I think Elemental Shield should give 5 points of resistance per skill point in the element (and always 50 seconds of duration), instead of 10 seconds of duration per skill point. Thoughts? I can easily implement this.
I was surprised the run speed boost was not seen as a puzzle breaking effect to begin withminmay wrote:Also, I'd like to roll the movement speed buff from Wind Rider into the air speed condition, so that you cannot stack it to get huge speeds.
Good idea! Some bubbles for water breathing perhaps?minmay wrote:I'd also like to make particle effects/lights/sounds for all the spells that don't have them. Do I have your permission to do this?
This looks good too, I have done it with a diving helmet.AndakRainor wrote:Good idea! Some bubbles for water breathing perhaps?![]()
Those already work fine as far as I know. It's the ice shards creating spells specifically that were broken, because IceShardsComponent creates additional ice shards objects you were creating [range]*4 ice shards when you wanted to create only [range] ice shards.AndakRainor wrote:Nice! Will you do it for Fire Wall and Scorched Earth too?minmay wrote:Adding the spellbook functionality, grammar fixes, ice shards/firebeam fixes, and an original meteor ore model+texture (!!!!) now.
It'll be 20 separate conditions, but to players it will still look like 4 conditions. Otherwise you end up tracking overlapping durations when multiple champions cast the spell, which is just a mess, and also you can't change conditions' descriptions on the fly so a smooth scale is out of the question unless you define 100+ conditions.AndakRainor wrote:It could be easier to track for the player this way, I agree. The 4 conditions having a fixed value, I suppose you want to redefine a merged new condition?minmay wrote:I think Elemental Shield should give 5 points of resistance per skill point in the element (and always 50 seconds of duration), instead of 10 seconds of duration per skill point. Thoughts? I can easily implement this.
That was a matter of recreating the builtin spell exactly. If you cast builtin meteor storm and jump into water before all the meteors have been launched (or manage to cast the spell underwater in the beginning), the remaining meteors won't be launched. I'm not bothered by underwater spellcasting itself, but I didn't want to offer an implementation in that thread that was significantly different from the original. I don't think it's really a problem for the spell pack.AndakRainor wrote:- I saw in your builtin spells implementation thread you were concerned with under-water spell casting, for meteor storm specifically. What is the matter with that exactly? I know there is a way to cast spells under water, with aquatic trait items in both hands. Do you want to prevent this? Or maybe launch slower projectiles with bubble particles added?
So this will negate spell power bonuses from items.minmay wrote:It'll be 20 separate conditions, but to players it will still look like 4 conditions. Otherwise you end up tracking overlapping durations when multiple champions cast the spell, which is just a mess, and also you can't change conditions' descriptions on the fly so a smooth scale is out of the question unless you define 100+ conditions.
The concentration spell power, including willpower, will still apply to duration. I suppose I could apply elemental spell power bonuses to the durations for their respective shields too but that seems a little weird.AndakRainor wrote:So this will negate spell power bonuses from items.minmay wrote:It'll be 20 separate conditions, but to players it will still look like 4 conditions. Otherwise you end up tracking overlapping durations when multiple champions cast the spell, which is just a mess, and also you can't change conditions' descriptions on the fly so a smooth scale is out of the question unless you define 100+ conditions.
Code: Select all
defineObject{
name = "underwater_bubbles",
baseObject = "base_spell",
components = {
{
class = "Particle",
particleSystem = "underwater_bubbles",
offset = vec(0, 1.5, 0),
},
{
class = "CloudSpell",
attackPower = 0,
damageInterval = 0.4,
damageType = "poison",
duration = 5,
sound = "underwater_bubbles",
},
},
}
defineParticleSystem{
name = "underwater_bubbles",
emitters = {
-- bubbles
{
emissionRate = 50,
emissionTime = 0,
maxParticles = 100,
boxMin = {-1,-1.3,-1},
boxMax = { 1, 0.8, 1},
sprayAngle = {0,30},
velocity = {0.5,1.0},
objectSpace = true,
texture = "assets/textures/particles/bubble.tga",
lifetime = {1,1},
color0 = {1.5,1.5,2.5},
opacity = 0.15,
fadeIn = 0.1,
fadeOut = 0.3,
size = {0.03, 0.05},
gravity = {0,.2,0},
airResistance = 0.1,
rotationSpeed = 2,
blendMode = "Additive",
},
}
}