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Show spells affecting creature in first person mode #295
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Reported by |
Reported by
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Reported by - _Attachment: 295.png ![295.png](https://storage.googleapis.com/google-code-attachments/keeperfx/issue-295/comment-3/295.png)_ |
Implementing this requires adding "SymbolSprites" option to spells first. Currently, keeper powers and creature instances have their graphics icons, but spells don't. And since there is no simple mapping of k.power->spell or cr.instance->spell, trying to link spell to an instance would be a pain. |
What are spells? And can I help? |
Hm, you could add option "SymbolSprites = nn nn" to each spell definition in magic.cfg. What are spells - let's start with instances. Creatures have "creature instances" assigned. There is up to 10 of them, and we often call them "creature spells" - but they're really not, they're instances. Finally, the actual influence on a target creature is applied by a spell. And since they were only used to influence a creature, spells had no need to include their sprite symbol representation. |
I'm not sure what is the file you sent.. looks like an older version of creature.cfg. Anyway, in recent version instances have "SymbolSprites". What we need is copy these lines to corresponding spells in magic.cfg. |
Only 10 out of 30 spells have graphics symbols? Well, should be enough to implement the feature. |
I only took the ones with a 'status' effect on the player. For example wind spell is technically affecting the player when being blown away, but I don't think that counts as a status. Being 'frozen' or 'Slowed' is a status. If you want me to list sprites for all spells that's fine too, it took me less than 5 minutes to make this file in the first place so it's hardly any work to add the remaining symbol sprites. |
All sprite numbers should be set; if a spell has no continuous effect, then a function which checks for that effect will always return false, so it's not a problem. |
fxdata/creature.cfg:
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Isn't that the line before, "symbols_32/heartcircle.png" ? Anyway, the changes are good; I will soon commit them. |
510: options_64/cassist_btn_black.png |
Oh, right - it is the 'drain' icon, looks like I just misinterpreted it while naming. |
You're right. Could not have guessed that, but those 2 items are indeed the disabled/enabled drain icons. If you plan to fix this, perhaps you can also do something about the missing 'crspell_64/rebound_dis.png' that should have been 356. On an unrelated note, are the 'bonus_box_std.png' icons used for anything? |
Position 396/397 looks unused, I will place the rebound there. Good find, btw! |
Implementation notes, in case someone else does it:
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Originally reported on Google Code with ID 295
Reported by
Loobinex
on 2014-05-06 20:57:30The text was updated successfully, but these errors were encountered: