Page 2 of 2

Re: Custome Spells made but no xp given to party

Posted: Sat Nov 26, 2016 7:13 pm
by LordGarth
If someone figures it out.

I just need an onCast script that I can put with the define spell code that will work for launch spells and give exp.

Also, I want to make a firespray spell. I am trying to spawn three fire balls but I don't want them spawning at the same time. I was hoping for 1 second delay between each.

What is the exact code for delay for 1 second? Please

Thankyou,

My game is coming along great especially the shop and money system. Just want to get some new spells into the game.

LordGarth

Re: Custome Spells made but no xp given to party

Posted: Sat Nov 26, 2016 7:20 pm
by zimberzimber
For the flamethrower, you could spawn a cloudspell that deals fire damage in short intervals instead of shoot projectiles, and have a particle system that will make it look like its a flamethrower.

Re: Custome Spells made but no xp given to party

Posted: Sat Nov 26, 2016 7:29 pm
by Isaac
LordGarth wrote: I am trying to spawn three fire balls but I don't want them spawning at the same time. I was hoping for 1 second delay between each.
I like zimberzimber's idea.

A one second delay would mean three seconds to cast the spell... so is it intended that the party keep causing fireballs even as they move and turn;
(possibly facing a wall, and/or hitting themselves more than once)?

The delayedCall function is the quickest way to script a delay; but that's not a pause in the script, that's a delayed call to another function.

delayedCall( target_id, delay, function_called, optional string/numeric parameters... )

https://github.com/JKos/log2doc/wiki/Gl ... elayedcall

Re: Custome Spells made but no xp given to party

Posted: Sat Nov 26, 2016 7:36 pm
by LordGarth
yes the party will have to hold still while casting the spell.

yes I will need the script paused for a second.

perhaps I can spawn three different fireball codes will a different travel speed for the projectile.

LordGarth