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Spell Charge up system? Or just unused stat in the files?

Open SirAron111 opened this issue 4 years ago • 1 comments

Spell Charge up system?

I was thinking, Spells that have no cool down like the ray type spells, fire, frost breath life drain etc. I see players simply spam clicking instead of holding down the mouse key to rapidly tick up dmg from the initial tick of the spell. Instead of waiting for the continuous beam to do its thing. I can’t imagine that is intended.

When I configured all the spells, (changed dmg numbers and costs and so around etc) I noticed there is a mostly unused stat in the spells json files. It’s called "chargeup" and always has a 0 where the amount of ticks could be. I tried changing that but nothing happened when I added values like 20 or 100 etc. I think if that would actually work so the player needs to hold down (charge up the spell) and then it fires continuously it would improve such spells as players won’t be able to abuse the instant cast possibility of them anymore. Maybe even adding in a slight visual to how long a charge up takes on the spell gui like a smaller charging bar or a reverse tick down color change above the standard gui to indicate how long the charge up is would then also be a fitting thing somewhere. Especially when trying to discover a spell that doesn’t trigger immediately!

I think some spells could even get second stages on a charge up. But anyway is it in any way possible to make this a thing? Or ate last prevent the initial dmg tick so players actually need to hold down the key and get slowed to cast the ray type spells?

SirAron111 avatar Mar 14 '20 22:03 SirAron111

Okay, there are two things here:

The chargeup key in the spell JSON files is a feature that I haven't implemented yet, I added the key so that when I do add that feature, the spells won't all break. But yes, what you're suggesting is the planned use for the chargeup stat.

The spam-clicking thing is a good point. If you're just playing with wizardry it's actually worse to do that because it uses up more mana (half the spell's cost per second every time you click), however I believe potion core messes with Minecraft's invulnerability timers which allows the exploit you are describing.

I will see if I can prevent this from happening, but for now you can actually give continuous spells a cooldown and it should mean you have to wait a bit after releasing the mouse button before casting it again.

Edit: There is also a config option for potion core to disable that behaviour, I think it's called separateInvulnerabilityTimers or something

Electroblob77 avatar Mar 15 '20 17:03 Electroblob77