Open Delocuro opened 9 years ago
For Mana regeneration, I decided to implement automatic regeneration that has a 1 / 32 chance per element type of adding +1 Mana to that bar. Area Shield Spells (as the first Defense category Spell) generate a 2 block tall 1.5 block wide tube of particles around the player and stop after 1 Second times the total potency or when getting hit.
If it is possible for you to edit Google Docs, it would be helpful if you added the Block Transformation and Summon Mob Varieties to the Features List.
I can work on it, though probably not until I have wifi access tomorrow. If it helps, though, both spells should basically shoot a projectile similar to the normal projectile spells, but the block transformation one should transform any blocks it hits similarly to the EC crystals (I'll get the exact transformations on the FL later, so just get the basic functionality done for now) and the mob one should summon a mob corresponding to its elements upon impact with a block or entity(those will also be on the FL later).
Suggestion: Summon mob spell: Water = Squid, Fire = Blaze, Earth = Iron Golem, Wind = Bat, Frost = Snow Golem, Electricity = Lightning, Life = Cow, Arcane = Random item?
Un-checked the "Fix Mana draining while casting Spells (it somehow got broken at some point)." issue. Currently, there's a weird issue where the player will spawn with 0 mana points in every bar. When they die, they will respawn with 16 points in each bar, but all of the bars' color backgrounds will appear as if they had 0 mana in them.
Using spells will not visibly have any effect on the player's mana bar, until they have used the spell around 10-20 times. At this point, a strange, glitchy second mana bar will show up at the right side of the screen, decreasing in size with each additional use of the spell, and eventually draining completely. Once the second mana bar has drained, the real mana bar fills up completely, but using spells always drains the bar from the right-most side, as if it were one unified bar instead of 8 smaller ones.
I probably didn't explain that well, but try spamming a spell in-game and you'll see what I'm talking about.
All of this stuff needs to be finished before we can release the Haloween update: even if it means it comes out a few days late. I'd rather have a late but functional release than an on-time broken one...
I won't have access to Steam or Skype until Sunday night, but if you have major questions before then, comment on this issue and I should be able to reply on my phone. Remember: when in doubt, consult the Features List. Unless I haven't added that content to it yet. In which case, don't.