biosboy4 Posted October 4, 2016 Posted October 4, 2016 Hello, Â I've been fiddling around with the spell editor, but it's not making much sense to me. Is there a tutorial up on this yet? Â I'm not understanding how the magic resist works and a bunch of other things. Kem 1
1 Nymphisios Posted October 4, 2016 Posted October 4, 2016 2 hours ago, biosboy4 said: Hello,  I've been fiddling around with the spell editor, but it's not making much sense to me. Is there a tutorial up on this yet?  I'm not understanding how the magic resist works and a bunch of other things. Hello,  I've tried this tool already, so I can tell you what I know:  1- Press "New" to create a new spell 2- Select the spell you want to modify 3- Editing your spell:  General: it's where you can chose spell's name, spell's type (i.e combat is for a combat spell...), spell's icon (displayed in spellbook in game), spell's description, and... Two animations, one is the Cast Animation (animation displayed when casting...) the other is the Hit Animation (i.e a fireball going right in front of you...).  Combat Spell: (if Combat type selected) I dont really know how thoses stats work, and when I select an effect like stun, it stuns target and I. Should be better after 2.0  Spell Cost: -What is used to cast spell, usually mana but you can use HP too. -Time needed to cast in seconds. -Cooldown before next cast in seconds.  Casting requirements: Required stats or level to be able to cast that spell.  Targetting info: Here you select the target type: -Self will cast the spell on you. -Single Target will cast the spell on you selected target. -AOE means Aura Of Energy I think. It will affects every target in a given Radius, but be carefull it will affects you too. -Linear, just like an Arrow or a fireball, right in front of you!  I hope I helped you, I tried to explain as better as possible. I'm french if you would know haha  Kem 1
0 Kem Posted October 4, 2016 Posted October 4, 2016 35 minutes ago, Nymphisios said: Hello,  I've tried this tool already, so I can tell you what I know:  1- Press "New" to create a new spell 2- Select the spell you want to modify 3- Editing your spell:  General: it's where you can chose spell's name, spell's type (i.e combat is for a combat spell...), spell's icon (displayed in spellbook in game), spell's description, and... Two animations, one is the Cast Animation (animation displayed when casting...) the other is the Hit Animation (i.e a fireball going right in front of you...).  Combat Spell: (if Combat type selected) I dont really know how thoses stats work, and when I select an effect like stun, it stuns target and I. Should be better after 2.0  Spell Cost: -What is used to cast spell, usually mana but you can use HP too. -Time needed to cast in seconds. -Cooldown before next cast in seconds.  Casting requirements: Required stats or level to be able to cast that spell.  Targetting info: Here you select the target type: -Self will cast the spell on you. -Single Target will cast the spell on you selected target. -AOE means Aura Of Energy I think. It will affects every target in a given Radius, but be carefull it will affects you too. -Linear, just like an Arrow or a fireball, right in front of you!  I hope I helped you, I tried to explain as better as possible. I'm french if you would know haha   AOE means Area of Effect, if you want a spell to hit a 3x3 tile with the enemy/friend in the middle, for example.
0 biosboy4 Posted October 4, 2016 Author Posted October 4, 2016 Thanks for the quick reply! Â After reading your post I realized that the main piece to this puzzle that I am missing is information on the stats. IE: how does a combat spell effect hp/how does armor effect? Â Also the same type of stuff for magic and projectiles: how does the magic resist come into play and how does the spell effect things like hp?
0 Nymphisios Posted October 5, 2016 Posted October 5, 2016 (edited) 8 hours ago, biosboy4 said: Also the same type of stuff for magic and projectiles: how does the magic resist come into play and how does the spell effect things like hp? I think (BUT we should verify by ourselves) that 1 armor point erase 1 attack point. If you dont see what I mean: You have 10 atk, a weapon with 10 damages (should deal 20 damages). You attack someone with 10 armor you should only deal 10 damages ? Can an Admin verify that please  Otherwise I'll make tests tonight.  I haven't found how spells Work with HP yet. Edited October 5, 2016 by Nymphisios Forgotten a part
0 biosboy4 Posted October 5, 2016 Author Posted October 5, 2016 It makes sense that MR would work the same way then, right? 1 MR erases 1 magical attack. Â I haven't had the chance to test it yet unfortunately.
0 Kem Posted October 5, 2016 Posted October 5, 2016 I don't think it works like that at all. Â I think attack is similar to Strength from Runescape in that it adds to your weapon damage, increasing maximum hit. I think Magic does the same as attack but adds to your spell damage instead. Â MR and Armour probably have a deduction %, so the higher your armour, the more damage you'll absorb, same for MR. biosboy4 1
0 biosboy4 Posted October 13, 2016 Author Posted October 13, 2016 Properly balancing games is going to require data on this; probably better off waiting on the source rather than banging my head against the wall with test/data collection. Â Thanks guys!
0 Sykonetic Posted October 13, 2016 Posted October 13, 2016 I dont quite understand the spells either. How can i have spells work on characters as they progress?
0 Mcadams Posted October 13, 2016 Posted October 13, 2016 49 minutes ago, Sykonetic said: I dont quite understand the spells either. How can i have spells work on characters as they progress? At the moment I'm pretty sure you can't. Once the source is released you'll be able to edit how damage formulas work (and in this case scale)
0 Beefy Kasplant Posted October 13, 2016 Posted October 13, 2016 I tihnk you can give players spells on level up with the event editor. If you want spells to get stronger when players level, that is probably dependent on the magic stat.
0 biosboy4 Posted October 13, 2016 Author Posted October 13, 2016 42 minutes ago, MCADAMS said: At the moment I'm pretty sure you can't. Once the source is released you'll be able to edit how damage formulas work (and in this case scale) Â This would be much easier than the brute force approach. Plus if some one brute forces these mechanics, they could wind up changed at any given time anyways, making the effort mute.
0 dave Posted October 14, 2016 Posted October 14, 2016 19 hours ago, biosboy4 said: Â This would be much easier than the brute force approach. Plus if some one brute forces these mechanics, they could wind up changed at any given time anyways, making the effort mute. You can decompile it to get the current implementation. private double DamageCalculator(int OffensiveStat, int DefensiveStat) { return (double)OffensiveStat * (100.0 / (100.0 + (double)(DefensiveStat * 2))) + (double)Globals.Rand.Next(0, 3); } few checks after but that's basically it
0 biosboy4 Posted October 15, 2016 Author Posted October 15, 2016 I have always been under the impression that things cannot be un-compiled!? is this some sort of c# trickery?
0 GalacticGlum Posted October 15, 2016 Posted October 15, 2016 It depends on the programming language/compiled project. IL code (compiled C#) can be decompiled whereas a compiled C/C++ application can be decompiled but the code will be essentially unreadable. Phenomenal 1
0 Phenomenal Posted October 15, 2016 Posted October 15, 2016 @GalacticGlum And decompiling intersect makes broken source last time I checked
Question
biosboy4
Hello,
Â
I've been fiddling around with the spell editor, but it's not making much sense to me. Is there a tutorial up on this yet?
Â
I'm not understanding how the magic resist works and a bunch of other things.
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