Search found 7 matches
- Thu Oct 18, 2012 1:34 am
- Forum: Modding
- Topic: New Spells >> show them off here
- Replies: 207
- Views: 267815
Re: New Spells >> show them off here
defineSpell{ name = "unstoppable_fireball", uiName = "Unstoppable Fireball", skill = "fire_magic", level = 1, runes = "E", manaCost = 30, onCast = function(caster,x,y,facing,skill) local dx,dy = getForward(party.facing) local x,y = party.x + dx, party.y + dy ...
- Thu Oct 18, 2012 12:41 am
- Forum: Modding
- Topic: New Spells >> show them off here
- Replies: 207
- Views: 267815
Re: New Spells >> show them off here
@Szragodesca looks like you have redundant spawn lines nested in if statements.. with the use of getForward() there should be no need to test party.facing. also, the spell passes the variable "skill" anyway, so you don't need caster:getSkillLevel so this should work math.random(5,10)*skil...
- Wed Oct 17, 2012 1:40 am
- Forum: Modding
- Topic: New Spells >> show them off here
- Replies: 207
- Views: 267815
Re: New Spells >> show them off here
That is probably it, but wouldnt calling the spell to cast "fireball" instead of "unstoppable_fireball" not do anything different? Either way, i tried the code, and my editor gives my a Warning saying "Warning! unkown buit-in-spell: unstoppable_fireball I had a bit of a loo...
- Tue Oct 16, 2012 5:54 pm
- Forum: Modding
- Topic: New Spells >> show them off here
- Replies: 207
- Views: 267815
Re: New Spells >> show them off here
Sorry to bother you again, but i'm still having some trouble with my spell. My goal is to make a fireball spell that acts like ice shards, but does fire damage with a fireball visual. So i put the following into my dungeons spells.lua: defineSpell{ name = "fireball", uiName = "Unstop...
- Tue Oct 16, 2012 2:32 am
- Forum: Modding
- Topic: New Spells >> show them off here
- Replies: 207
- Views: 267815
Re: New Spells >> show them off here
There is no such thing as "cloneSpell" function, like there is for objects, but you can re-define a spell If you take a look in the asset pack (version 2!) there seem to be two parts to the original spells.. first is the spell definition (in spells.lua ) which is a very basic. defineSpell...
- Mon Oct 15, 2012 10:13 pm
- Forum: Modding
- Topic: New Spells >> show them off here
- Replies: 207
- Views: 267815
Re: New Spells >> show them off here
There is no such thing as "cloneSpell" function, like there is for objects, but you can re-define a spell If you take a look in the asset pack (version 2!) there seem to be two parts to the original spells.. first is the spell definition (in spells.lua ) which is a very basic. defineSpell...
- Mon Oct 15, 2012 4:11 am
- Forum: Modding
- Topic: New Spells >> show them off here
- Replies: 207
- Views: 267815
Re: New Spells >> show them off here
I have just started playing around with scripting,cand caught on pretty quickly, but I was wondering if there was a way to clone a spell like you can do for an item. Thanks ahead of time.