Page 2 of 2

Re: any way to directly detect if player is hit by blob?

Posted: Fri Jan 04, 2013 12:34 am
by msyblade
I have a spells.lua under scripts in my asset pack. I will paste it below for you to take what you need. No blob here tho :x

Edit: Niekun wins the race!!!

SpoilerShow
defineSpell{
name = "light",
uiName = "Light",
skill = "spellcraft",
level = 5,
runes = "BE",
manaCost = 25,
onCast = "light",
}

defineSpell{
name = "darkness",
uiName = "Darkness",
skill = "spellcraft",
level = 5,
runes = "EH",
manaCost = 25,
onCast = "darkness",
}

-- fire magic
defineSpell{
name = "fireburst",
uiName = "Fireburst",
skill = "fire_magic",
level = 2,
runes = "A",
manaCost = 15,
onCast = "fireburst",
}

defineSpell{
name = "fireball",
uiName = "Fireball",
skill = "fire_magic",
level = 13,
runes = "ACF",
manaCost = 33,
onCast = "fireball",
}

defineSpell{
name = "fire_shield",
uiName = "Fire Shield",
skill = "fire_magic",
level = 16,
runes = "AE",
manaCost = 50,
onCast = "fireShield",
}

defineSpell{
name = "enchant_fire_arrow",
uiName = "Enchant Fire Arrow",
skill = "fire_magic",
level = 7,
runes = "ABFH",
manaCost = 20,
onCast = "enchantFireArrow",
}

-- ice magic
defineSpell{
name = "ice_shards",
uiName = "Ice Shards",
skill = "ice_magic",
level = 3,
runes = "GI",
manaCost = 24,
onCast = "iceShards",
}

defineSpell{
name = "frostbolt",
uiName = "Frostbolt",
skill = "ice_magic",
level = 13,
runes = "CI",
manaCost = 29,
onCast = "frostbolt",
}

defineSpell{
name = "frost_shield",
uiName = "Frost Shield",
skill = "ice_magic",
level = 19,
runes = "EI",
manaCost = 45,
onCast = "frostShield",
}

defineSpell{
name = "enchant_frost_arrow",
uiName = "Enchant Frost Arrow",
skill = "ice_magic",
level = 7,
runes = "BFHI",
manaCost = 20,
onCast = "enchantFrostArrow",
}

-- air magic
defineSpell{
name = "shock",
uiName = "Shock",
skill = "air_magic",
level = 4,
runes = "C",
manaCost = 21,
onCast = "shock",
}

defineSpell{
name = "invisibility",
uiName = "Invisibility",
skill = "air_magic",
level = 19,
runes = "CEH",
manaCost = 35,
onCast = "invisibility",
}

defineSpell{
name = "lightning_bolt",
uiName = "Lightning Bolt",
skill = "air_magic",
level = 14,
runes = "CD",
manaCost = 40,
onCast = "lightningBolt",
}

defineSpell{
name = "shock_shield",
uiName = "Shock Shield",
skill = "air_magic",
level = 22,
runes = "CE",
manaCost = 55,
onCast = "shockShield",
}

defineSpell{
name = "enchant_shock_arrow",
uiName = "Enchant Lightning Arrow",
skill = "air_magic",
level = 9,
runes = "BCFH",
manaCost = 20,
onCast = "enchantShockArrow",
}

-- earth magic
defineSpell{
name = "poison_cloud",
uiName = "Poison Cloud",
skill = "earth_magic",
level = 3,
runes = "G",
manaCost = 17,
onCast = "poisonCloud",
}

defineSpell{
name = "poison_bolt",
uiName = "Poison Bolt",
skill = "earth_magic",
level = 7,
runes = "CG",
manaCost = 22,
onCast = "poisonBolt",
}

defineSpell{
name = "poison_shield",
uiName = "Poison Shield",
skill = "earth_magic",
level = 13,
runes = "EG",
manaCost = 35,
onCast = "poisonShield",
}

defineSpell{
name = "enchant_poison_arrow",
uiName = "Enchant Poison Arrow",
skill = "earth_magic",
level = 11,
runes = "BFGH",
manaCost = 20,
onCast = "enchantPoisonArrow",
}

-- can only be cast with power weapon
defineSpell{
name = "powerbolt",
uiName = "Powerbolt",
skill = "air_magic",
level = 0,
runes = nil,
manaCost = 0,
onCast = "powerbolt",
}

Re: any way to directly detect if player is hit by blob?

Posted: Fri Jan 04, 2013 12:45 am
by Komag
my spells.lua contains the defineObject listings that Neikun wrote here, not the defineSpell listings you wrote msyblade - where did you get those? Are you saying that's the text of your spells.lua from the asset pack? I'll have to download again I guess, don't know how mine could be wrong version, but it was way back near first release, so maybe something did get changed along the way

Re: any way to directly detect if player is hit by blob?

Posted: Fri Jan 04, 2013 1:21 am
by Diarmuid
The spellmaster is coming... :D

defineSpells are in spells.lua, but you only need to define a spell if you want it to be cast by the party or a wand. If you want to spawn a custom "ProjectileSpell", you need to clone/redefine one of the defineObjects in objects.lua.

Re: any way to directly detect if player is hit by blob?

Posted: Fri Jan 04, 2013 2:28 am
by Komag
Then I must have an outdated assets download, will get the new one...

Re: any way to directly detect if player is hit by blob?

Posted: Fri Jan 04, 2013 4:03 am
by msyblade
I don't even want to know how Diarmuid figured that one out, but I bet it hurt his head!