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Commit f181ff64 authored by DarkGod's avatar DarkGod
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New visual effects for Blade Flurry, Evasion, Garrote and Shadow Dance

parent 827089aa
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Pipeline #
game/modules/tome/data/gfx/particles_images/blade_flurry_shieldwall.png

53.3 KiB

game/modules/tome/data/gfx/particles_images/evasion_tentacles2.png

35.2 KiB

game/modules/tome/data/gfx/particles_images/garrote_tentacles.png

30.3 KiB

game/modules/tome/data/gfx/particles_images/shadow_dance_tentacle_wings.png

42.9 KiB

......@@ -106,9 +106,14 @@ newTalent{
getSpeed = function(self, t) return self:combatTalentScale(t, 0.10, 0.30, 0.75) end,
getDamage = function(self, t) return 1 end,
activate = function(self, t)
return {
local ret = {
combat_physspeed = self:addTemporaryValue("combat_physspeed", t.getSpeed(self, t)),
}
if core.shader.active(4) then
self:talentParticles(ret, {type="shader_shield", args={toback=true, size_factor=1.2, img="blade_flurry_shieldwall"}, shader={type="rotatingshield", noup=2.0, time_factor=500, appearTime=0.8}})
self:talentParticles(ret, {type="shader_shield", args={toback=false, size_factor=1.2, img="blade_flurry_shieldwall"}, shader={type="rotatingshield", noup=1.0, time_factor=500, appearTime=0.8}})
end
return ret
end,
deactivate = function(self, t, p)
self:removeTemporaryValue("combat_physspeed", p.combat_physspeed)
......
......@@ -589,6 +589,9 @@ newEffect{
eff.tmpid = self:addTemporaryValue("evasion", eff.chance)
eff.pid = self:addTemporaryValue("projectile_evasion", eff.chance)
eff.defid = self:addTemporaryValue("combat_def", eff.defense)
if core.shader.active() then
self:effectParticles(eff, {type="shader_shield", args={size_factor=1.5, img="evasion_tentacles2"}, shader={type="tentacles", wobblingType=0, appearTime=0.8, time_factor=700, noup=0.0}})
end
end,
deactivate = function(self, eff)
self:removeTemporaryValue("evasion", eff.tmpid)
......@@ -3097,6 +3100,9 @@ newEffect{
activate = function(self, eff)
self:effectTemporaryValue(eff, "never_move", 1)
if eff.silence > 0 then eff.silenceid = self:addTemporaryValue("silence", 1) end
if core.shader.active() then
self:effectParticles(eff, {type="shader_shield", args={toback=false, size_factor=1, img="garrote_tentacles"}, shader={type="tentacles", backgroundLayersCount=-4, appearTime=0.3, time_factor=1000, noup=0.0}})
end
end,
charges = function(self, eff) return eff.silence end,
on_timeout = function(self, eff)
......@@ -3311,6 +3317,9 @@ newEffect{
on_lose = function(self, err) game.logPlayer(self, "#GREY#You end your Shadow Dance.") end,
parameters = {rad=10},
activate = function(self, eff)
if core.shader.active() then
self:effectParticles(eff, {type="shader_shield", args={toback=true, size_factor=2.5, y=0.25, img="shadow_dance_tentacle_wings"}, shader={type="tentacles", wobblingType=0, appearTime=0.8, time_factor=700, noup=0.0}})
end
end,
deactivate = function(self, eff)
if not eff.no_cancel_stealth and not rng.percent(self.hide_chance or 0) then
......
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