[HELP] Monster attack effects
[HELP] Monster attack effects
I am short on time and cannot look into this myself, so I am hoping there are people who already know how to do what I need to do. I would like to get this figured out before end of October, for possible release of the reaper quest.
Is it possible to change the default attack particle for a specific monster when it attacks a player? This is really my goal.
If this is not possible, any suggestions on how exactly to get a specific particle effect to play over a targeted player when a monster hits with its attack?
Is it possible to change the default attack particle for a specific monster when it attacks a player? This is really my goal.
If this is not possible, any suggestions on how exactly to get a specific particle effect to play over a targeted player when a monster hits with its attack?
Re: [HELP] Monster attack effects
I don't understand exactly what you are saying. If you are asking if monsters can use a particle effect when they attack. Yes. New clients (unreleased) all for homing "missile" particle attacksnmaligec wrote: Is it possible to change the default attack particle for a specific monster when it attacks a player? This is really my goal.
A particle effect can be done on a player by scripts, magic engine, or by status effects.nmaligec wrote: If this is not possible, any suggestions on how exactly to get a specific particle effect to play over a targeted player when a monster hits with its attack?
<Kage_Jittai> ... are you saying I am elite
<thorbjorn> Yes.
<thorbjorn> Yes.
Re: [HELP] Monster attack effects
What I want to happen:
-monster does damage to its target
-plays its attack animation
-makes a custom particle effect play over the target
The catch is to do it with the standard client, which I assume is v0.0.29.1
-monster does damage to its target
-plays its attack animation
-makes a custom particle effect play over the target
The catch is to do it with the standard client, which I assume is v0.0.29.1
Re: [HELP] Monster attack effects
The current "many random sparks" is not optimal in any way: experiment with a motion trail of a swing. One particle should do it, really.
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Re: [HELP] Monster attack effects
I think what nmaligec wants is something like a monster which shoots a projectile which explodes on the target when it hits it.
I think there is currently no good way to do this.
Maybe we could solve it by adding a "<deatheffect>" childtag to particle emitter definitions. These could be full-fledged particle effect definitions which are created on the last location of a created particle as soon as the particle dies. We should add properties like on-impact="true" on-timeout="false" on-ground="false" on-ceiling="false" to this tag so we can control in which conditions the death effect is triggered.
I think there is currently no good way to do this.
Maybe we could solve it by adding a "<deatheffect>" childtag to particle emitter definitions. These could be full-fledged particle effect definitions which are created on the last location of a created particle as soon as the particle dies. We should add properties like on-impact="true" on-timeout="false" on-ground="false" on-ceiling="false" to this tag so we can control in which conditions the death effect is triggered.
- former Manasource Programmer
- former TMW Pixel artist
- NOT a game master
Please do not send me any inquiries regarding player accounts on TMW.
You might have heard a certain rumor about me. This rumor is completely false. You might also have heard the other rumor about me. This rumor is 100% accurate.
Re: [HELP] Monster attack effects
It is intended for the default mob attack. I was thinking of having a pillar of purple flame bursts from the ground under the player. This would just be a single stationary animated particle.
Since the boss is ranged, right now there is no easy way to tell that it is attacking you (especially if a melee mob is also attacking you too).
On a side note, what is motion trialling? Is it a built in feature, or just a gimp/graphics trick? I keep hearing about motion trailing but haven't seen an explanation of how its done.
PS Later on I will optimize the other particle effects that I already added.
Since the boss is ranged, right now there is no easy way to tell that it is attacking you (especially if a melee mob is also attacking you too).
On a side note, what is motion trialling? Is it a built in feature, or just a gimp/graphics trick? I keep hearing about motion trailing but haven't seen an explanation of how its done.
PS Later on I will optimize the other particle effects that I already added.
Re: [HELP] Monster attack effects
This is also a pretty interesting idea which isn't possible yet. And while possible with the feature I described above (just make the projectile particle invisible) it would be also a nice-to-have feature to define an on-target particle effect for attacks in monsters.xml.nmaligec wrote:It is intended for the default mob attack. I was thinking of having a pillar of purple flame bursts from the ground under the player. This would just be a single stationary animated particle.
Thanks for your input, so far.
- former Manasource Programmer
- former TMW Pixel artist
- NOT a game master
Please do not send me any inquiries regarding player accounts on TMW.
You might have heard a certain rumor about me. This rumor is completely false. You might also have heard the other rumor about me. This rumor is 100% accurate.
Re: [HELP] Monster attack effects
Created mantis tickets on Manasource for these features:
http://bugs.manasource.org/view.php?id=247
http://bugs.manasource.org/view.php?id=248
http://bugs.manasource.org/view.php?id=247
http://bugs.manasource.org/view.php?id=248
- former Manasource Programmer
- former TMW Pixel artist
- NOT a game master
Please do not send me any inquiries regarding player accounts on TMW.
You might have heard a certain rumor about me. This rumor is completely false. You might also have heard the other rumor about me. This rumor is 100% accurate.
Re: [HELP] Monster attack effects
I'm really glad to know other people besides me dream of using the particle engine for a static single sprite: marvelous. There is a lot more potential in the particle engine than what we're currently using it for (which is mostly moving around swarms of abstract blobs).nmaligec wrote:It is intended for the default mob attack. I was thinking of having a pillar of purple flame bursts from the ground under the player. This would just be a single stationary animated particle.
Since the boss is ranged, right now there is no easy way to tell that it is attacking you (especially if a melee mob is also attacking you too).
On a side note, what is motion trialling? Is it a built in feature, or just a gimp/graphics trick? I keep hearing about motion trailing but haven't seen an explanation of how its done.
PS Later on I will optimize the other particle effects that I already added.
Motion trailing:
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