Open thmsndk opened 6 months ago
@thmsndk dont know if this was intentional changes? node/server.js 100644 → 100755 js/game.js 100644 → 100755
@thmsndk dont know if this was intentional changes? node/server.js 100644 → 100755 js/game.js 100644 → 100755
Not sure what you think was unintentional?
Questions
- What happens if you use it while there is only 1 target? only 2 targets?
It only bounces to additional targets, if there are any
- What happens if there 3 targets and 1 hostile player nearby?
- What happens if there 2 targets and 1 hostile player nearby?
It only bounces between monsters currently
- Can it jump across different mob types (for example starting 2 jumps on goo, and hitting bee? - if its nearby?) or it only jumps over targets of same name?
Yes it can jump to different mob types
- Does it correctly show skill on paladins skill menu and on wiki page of all skills?
It should
- Can it be thrown while attack is on cooldown?
Yes, the skill has it's own cooldown as it is now
- Does it apply burn/freeze effects on jumped targets?
It should behave like other skills does, haven't tested
- Can you record something like 60 fps video of this spell maybe upload it onto youtube. Cause now i dont know if its skill that looks so shattery or is it just gifs with low fps showing it badly.
Not sure what you mean by shattery, it's pixel graphics after all :P
- Any ideas for custom sound for it?
Nope
- Any ideas how this skill can be abused by players with bad intentions? Griefers? Tripple pala setup for example?
Nope, i've not spent time thinking about abuse.
- Plans on fixing this todo:? // TODO: if complete attack executes a "hit" (avoid,miss) earlier this part never executes, the projectile should probably be removed
Think I did fix it by deleting the projectile when complete_attack
returns true, would have to verify again
Comments
- Crusader and gold shield gamma seems too bright as for me. Looks out of place.
Probably because i've recorded it with HDR, HDR messes up gamma / brightness and I can't do anything about it, day/night cycles will also effect how it looks
- I would reduce size of its sprite like for 10-15% maybe.
@thmsndk maybe changes of filemodes was unintentional?
What will happen if pala is wearing exoskeletal arm? Thanks for answers. By shattery i mean i see like 2-3 frames of shield flying in one direction, then its gone, i don't see smooth trajectory of it moving towards first target, then second, then third.
What will happen if pala is wearing exoskeletal arm? Thanks for answers.
No idea, Not something i've tested, and i've never used the exosketal arm. What are your concerns?
By shattery i mean i see like 2-3 frames of shield flying in one direction, then its gone, i don't see smooth trajectory of it moving towards first target, then second, then third.
The projectile animation is not always correct, bouncing from 1 target to the next, I presume it is because the visuals are a little behind from the server, so the events does not happen exactly as expected. e.g. the server hit on mob #2
triggers before the projectile has reached mob #2
on the client and continues onwards to mob #3
.
I'm not sure how easy thoose visuals are to solve without a lot of time investment. So for now i'm fine with how the animation looks. the tigershield animation is how it's supposed to look all the time
@thmsndk i mainly asked about this things for you and community to consider, so it doesn't just slip undercover. About exoskeletal - idk, just that it works properly, cause 2 out of 3 palas in characters screen seems to be using it. In general im okay with that change, although maybe it need some polish, thanks for your work for community.
This PR adds a taunt ability to the paladin
Additionally the equipped shield will be shown when throwing. So i'm adding projectile animations for each shield, as that was the easiest way to animate the shield in offhand without rewriting projectile rendering
Engine Changes
attack_multiplier
as well as amp_cost_multiplier
complete_attack
returns truecommence_attack
sets attack viagSkill.attack_multiplier
commence_attack
sets mp_cost viagSkill.mp_cost_multiplier
commence_attack
can now be instructed aboutchained
as well asredirect
that will be passed on tocomplete_attack
Vote for the skill
https://discord.com/channels/238332476743745536/238332476743745536/1231408673516032080
Shield Animations
wshield
shield
mshield
tigershield
xshield
sshield
if no entry is found the crusader shield is used as a default animation.