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Re: Ask a simple question, get a simple answer
Posted: Sun Aug 14, 2016 5:33 pm
by Isaac
I think that a heal spell needs to be targetable on the other party members; that or have its healing effect split among them, only healing a small amount (until higher levels). It should also cost a tremendous amount, since energy is freely regenerated with time and potions. If made a feasible option to heal with energy potions ~why make healing potions at all?
Re: Ask a simple question, get a simple answer
Posted: Sun Aug 14, 2016 7:13 pm
by zimberzimber
I have 3 healing spells - one for self (greater healing), one for entire party (healing based on number of injured champions), and heal other (heal target in front/behind the caster based on their position)
Re: Ask a simple question, get a simple answer
Posted: Sun Aug 14, 2016 8:08 pm
by Isaac
zimberzimber wrote:(heal target in front/behind the caster based on their position)
That is a pretty neat idea; and sounds very functional. The player adjusts the champion positions to target, and inherently the mage at the back heals the melee fighter in front.

Re: Ask a simple question, get a simple answer
Posted: Mon Aug 15, 2016 1:28 am
by zimberzimber
Isaac wrote:zimberzimber wrote:(heal target in front/behind the caster based on their position)
That is a pretty neat idea; and sounds very functional. The player adjusts the champion positions to target, and inherently the mage at the back heals the melee fighter in front.

Yup! And the same applies to other buff spells like that vanilla protection one.
I'm thinking about slightly changing that, removing the self targeted spell, and have it heal the first row on the casters column. 1 less spell to code, and a little bit more action for the player. (You'll have to bring the mage to the first row and use the heal spell to heal self)
Re: Ask a simple question, get a simple answer
Posted: Mon Aug 15, 2016 1:51 am
by Isaac
Question: What is craftcomponent:create() , and how is it used?
**

I meant craftpotion:create()
Re: Ask a simple question, get a simple answer
Posted: Mon Aug 15, 2016 4:56 am
by akroma222
Isaac wrote:Question: What is craftcomponent:create() , and how is it used?
No craftcomponent that i can see....
Do you mean CraftPotionComponent? (if not, where may I find this - craftcomponent:create() ?)
Re: Ask a simple question, get a simple answer
Posted: Mon Aug 15, 2016 8:31 am
by Isaac
akroma222 wrote:Isaac wrote:Question: What is craftcomponent:create() , and how is it used?
No craftcomponent that i can see....
Do you mean CraftPotionComponent? (if not, where may I find this - craftcomponent:create() ?)
Yeah; my mistake.
CraftPotionComponent:create()
Re: Ask a simple question, get a simple answer
Posted: Mon Aug 15, 2016 9:22 am
by AndakRainor
You can see it in the mortar definition;
Code: Select all
defineObject{
name = "mortar",
baseObject = "base_item",
components = {
{
class = "Model",
model = "assets/models/items/mortar_pestle.fbx",
},
{
class = "Item",
uiName = "Mortar and Pestle",
gfxIndex = 117,
weight = 1.0,
description = "An alchemist tool used to craft potions from herbs.",
traits = { "usable" },
},
{
class = "CraftPotion",
requirements = { "alchemy", 1 },
},
},
}
Re: Ask a simple question, get a simple answer
Posted: Mon Aug 15, 2016 9:34 am
by Isaac
AndakRainor wrote:You can see it in the mortar definition;
...
You can, but I'm curious what its create() method does. It seems to take arguments, but with no obvious outcome or output.
*Perhaps it ignores arguments, but then what does it do?
Re: Ask a simple question, get a simple answer
Posted: Mon Aug 15, 2016 9:37 am
by minmay
The create function is included as a field on all GameObjects and Components. I don't think it's actually useful for anything from the user scripting interface.