
I guess I will keep the flat waterfall walls from zimber as placeholder for now until I can obtain these

Ahhh good to know
Code: Select all
onHitMonster = function(self, monster)
monster.go.animation:stop()
monster:performAction("idle")
print(monster:getCurrentAction())
monster:knockback(party.facing)
end,
Code: Select all
onHitMonster = function(self, monster)
if monster:isAlive() and not monster:isFalling() and monster:getCurrentAction() ~= "knockback" then
monster.go:setPosition(monster.go.x,monster.go.y,monster.go.facing,monster.go.elevation,monster.go.level)
monster:knockback(party.facing)
end
end,
Code: Select all
local txtV = party.animatetexturecounter:getValue()
local gt = party.gametime:getValue()
local alpha = (90 * math.sin(gt * 0.65) + 160)
context.color(255, 255, 255, alpha )
-------------------------------------------------------------------------------------------------------------menu glass
context.drawImage2("mod_assets/textures/gui/loopSkyAnimated2Spots.tga", w-f*554, f*291, txtV, (90 * math.sin(fc *0.65)+260), 115, 60, f*517, f*317)
Absolutely fantastic, many many thanks
Ahh I see, I see.. unfortunately I cant use almost all of the vanilla effects shown in menus or attack panels.... reason beingminmay wrote: ↑Fri Aug 24, 2018 10:28 am You can't replicate the healing effect exactly because it uses additive blending, which is not available in GraphicsContext. Even if you're willing to settle for alpha blending, it would not be fun to code, or very efficient. If at all possible, I recommend you just use the real healing effect.