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Commit 9b551b09 authored by Eric Wykoff's avatar Eric Wykoff
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more particles

parent ac493401
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...@@ -138,7 +138,7 @@ newTalent{ ...@@ -138,7 +138,7 @@ newTalent{
} }
if core.shader.active(4) then if core.shader.active(4) then
ret.particle = self:addParticles(Particles.new("shader_shield", 1, {size_factor=1.2, img="runicshield"}, {type="runicshield", shieldIntensity=0.10, ellipsoidalFactor=1, scrollingSpeed=1, time_factor=12000, bubbleColor={0.5, 1, 0.8, 0.2}, auraColor={0.5, 1, 0.8, 0.5}})) ret.particle = self:addParticles(Particles.new("shader_shield", 1, {size_factor=1.2, img="runicshield_teal"}, {type="runicshield", shieldIntensity=0.10, ellipsoidalFactor=1, scrollingSpeed=1, time_factor=12000, bubbleColor={0.5, 1, 0.8, 0.2}, auraColor={0.5, 1, 0.8, 0.5}}))
end end
return ret return ret
......
...@@ -386,14 +386,6 @@ newTalent{ ...@@ -386,14 +386,6 @@ newTalent{
if not x or not y then return nil end if not x or not y then return nil end
local _ _, _, _, x, y = self:canProject(tg, x, y) local _ _, _, _, x, y = self:canProject(tg, x, y)
local particle
if core.shader.allow("adv") then
particle = {type="volumetric", args={kind="bright_cylinder", radius=self:getTalentRadius(t)*2, shininess=40, growSpeed=0.004, img="circles2_01"}, only_one=true}
-- particle = {type="volumetric", args={radius=self:getTalentRadius(t)+2, kind="fast_sphere", img="moony_01", density=60, shininess=50, scrollingSpeed=-0.004}, only_one=true}
else
particle = {type="temporal_cloud"}
end
-- Project our daze.. no save as this is our main means of creating combos -- Project our daze.. no save as this is our main means of creating combos
self:project(tg, x, y, function(px, py, tg, self) self:project(tg, x, y, function(px, py, tg, self)
local target = game.level.map(px, py, Map.ACTOR) local target = game.level.map(px, py, Map.ACTOR)
...@@ -404,6 +396,7 @@ newTalent{ ...@@ -404,6 +396,7 @@ newTalent{
-- Add a lasting map effect -- Add a lasting map effect
local dam = self:spellCrit(t.getDamage(self, t)) local dam = self:spellCrit(t.getDamage(self, t))
local particle = MapEffect.new{zdepth=6, overlay_particle={zdepth=6, only_one=true, type="circle", args={appear=8, oversize=0, img="moon_circle", radius=self:getTalentRadius(t)}}, color_br=255, color_bg=255, color_bb=255, effect_shader="shader_images/magic_effect.png"}
game.level.map:addEffect(self, game.level.map:addEffect(self,
x, y, t.getDuration(self,t), x, y, t.getDuration(self,t),
DamageType.DIMENSIONAL_ANCHOR, {dam=dam, status_dur=t.getEffectDuration(self, t), src=self, apply=getParadoxSpellpower(self, t)}, DamageType.DIMENSIONAL_ANCHOR, {dam=dam, status_dur=t.getEffectDuration(self, t), src=self, apply=getParadoxSpellpower(self, t)},
......
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