Modding Discussion magic!

Discussion in 'Starbound Modding' started by SophieKitty, Oct 15, 2015.

  1. SophieKitty

    SophieKitty Void-Bound Voyager

    i realized that its possible to add magic to the game hahaha

    [​IMG]

    and with adding more than 1 frame, it could be quite epic looking spells hahaha

    im thinking of adding a lightning attack or something

    well okay since its counted as projectiles i would say they fly away a bit and cant be spawned at the cursor huh
    unless theres scripts which im bad at

    but so far i added a magic staff and magic projectile which slowly flies in one direction, its good so far

    im gonna try around with bigger things (lightning bolts etc)

    -------------------edit----------------

    [​IMG]

    added a poison cloud and there i noticed the flaw in my plan, the projectile only hits in the middle pixel of it, 1 pixel of the image is for the damage o_O
    anyone got an idea on how to change that?
    also i got around to create a strong poison effect fitting to my spell, doing 5-8 damage per second, killing starter enemies quite fast
     
    Last edited: Oct 15, 2015
  2. lazarus78

    lazarus78 The Waste of Time

    Should look at staves. Some of them can spawn projectiles at the cursor.
     
  3. L3W

    L3W Ketchup Robot

    I believe you have to change the number values of damagePoly lines of code to increase the hit range or area damage of the projectiles. If you use /debug (in chat) you can check the area damage when using weapons, staves, etc (which is the orange outline). If you check out other projectiles damagePoly or play around with numbers, then you can figure out what numbers work best for your projectile. This would be the line of code you are looking for in the .projectile file.

    Code:
    
    "damagePoly" : [ [-9, 0], [-6, -6], [0, -9], [6, -6], [9, 0], [6, 6], [0, 9], [-6, 6] ],
    
    
    [DOUBLEPOST=1444969350][/DOUBLEPOST]You can make it so the projectile spawns at the cursor. The speed line of code affects how close the projectile is to the cursor. If you have 0 speed, then it stays in place, but if you have for example, 10 speed then it moves forward and farther away. This would be the lines of code you are looking for in the .staff file.

    Code:
    
    "fireOnRelease" true,
    
    (If true allows you to fire the projectile when you release the button, but if false allows the stave to fire the projectile right after it charges up)
    
    and
    
    "speed" : 0,
    
    (If 0 then it will stay in place, but at 10 it moves forward at a fair speed)
    
    
    
    
    

    I hope my explanation helped you out and I can't wait to see what you have in store for your mod! ^_^
     
    Last edited: Oct 16, 2015
  4. SophieKitty

    SophieKitty Void-Bound Voyager

    this helps, hope it doesnt crash when i add that to the file as it did every time when i tried to mod monsters
    but thanks, ill try around!
     

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