Coding Task List - Before IB2 Initial Release

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Re: Coding Task List - Before IB2 Initial Release

Postby Zeke » Sat Jun 16, 2018 11:53 am

Some wonderful updates, I see! Good work!

I've tried creating a Grease spell that puts 3x3 grease on the ground. Weirdly, there is an "enemy received prone status" message when they move through it, but they are not actually receiving it.

Also it seems, it is not activated the moment it's cast and only when it's enemy's turn?

Spell:
Code: Select all
    "traitWorksOnlyWhen": [],
    "traitWorksNeverWhen": [],
    "usesTurnToActivate": true,
    "onlyOncePerTurn": true,
    "coolDownTime": 0,
    "isSwiftAction": false,
    "isUsedForCombatSquareEffect": true,
    "triggeredEachStepToo": true,
    "name": "Grease",
    "tag": "spell_grease",
    "spellImage": "sp_magebolt",
    "description": "",
    "useableInSituation": "Always",
    "spellToReplaceByTag": "none",
    "spriteFilename": "none",
    "spriteEndingFilename": "none",
    "spellStartSound": "none",
    "spellEndSound": "none",
    "costSP": 6,
    "costHP": 0,
    "castTimeInTurns": 0,
    "canBeInterrupted": true,
    "triggersAoO": true,
    "spellTargetType": "PointLocation",
    "spellEffectType": "Damage",
    "aoeShape": "Circle",
    "aoeRadius": 1,
    "range": 6,
    "spellScript": "none",
    "spellScriptParm1": "none",
    "spellScriptParm2": "none",
    "additionalCustomLogTextOnCast": "none",
    "spellEffectTag": "none",
    "removeEffectTagList": [],
    "spellEffectTagList": [
      {
        "tag": "fx_prone"
      }
    ]


Effect:
Code: Select all
    "traitWorksOnlyWhen": [],
    "traitWorksNeverWhen": [],
    "name": "Prone",
    "modifyShopBuyBackPrice": 0,
    "modifyShopSellPrice": 0,
    "allowCastingWithoutTriggeringAoO": false,
    "allowCastingWithoutRiskOfInterruption": false,
    "affectNeverList": [],
    "affectOnlyList": [],
    "tag": "fx_prone",
    "tagOfSender": "senderTag",
    "classLevelOfSender": 0,
    "description": "Target falls on the ground, becomes immobile and easier to hit.",
    "spriteFilename": "fx_prone.png",
    "durationInUnits": 12,
    "currentDurationInUnits": 0,
    "startingTimeInUnits": 0,
    "babModifier": 0,
    "babModifierForRangedAttack": 0,
    "babModifierForMeleeAttack": 0,
    "damageModifierForMeleeAttack": 0,
    "damageModifierForRangedAttack": 0,
    "acModifier": -5,
    "isStackableEffect": false,
    "isStackableDuration": false,
    "usedForUpdateStats": false,
    "repeatTerminalSaveEachRound": false,
    "isPermanent": false,
    "endEffectWhenCarrierTakesDamage": false,
    "saveOnlyHalvesDamage": false,
    "effectScript": "efGeneric",
    "saveCheckType": "fortitude",
    "saveCheckDC": 15,
    "doDamage": false,
    "damType": "Fire",
    "damNumOfDice": 0,
    "damDie": 0,
    "damAdder": 0,
    "damAttacksEveryNLevels": 0,
    "damAttacksAfterLevelN": 0,
    "damAttacksUpToNLevelsTotal": 0,
    "damNumberOfAttacks": 0,
    "damNumberOfAttacksForEveryNLevels": 0,
    "damNumberOfAttacksAfterLevelN": 0,
    "damNumberOfAttacksUpToNAttacksTotal": 1,
    "doHeal": false,
    "healHP": true,
    "healType": "Organic",
    "healNumOfDice": 0,
    "healDie": 0,
    "healAdder": 0,
    "healActionsEveryNLevels": 0,
    "healActionsAfterLevelN": 0,
    "healActionsUpToNLevelsTotal": 0,
    "doBuff": false,
    "doDeBuff": true,
    "statusType": "Held",
    "modifyFortitude": 0,
    "modifyWill": 0,
    "modifyReflex": 0,
    "modifyStr": 0,
    "modifyDex": 0,
    "modifyInt": 0,
    "modifyCha": 0,
    "modifyCon": 0,
    "modifyWis": 0,
    "modifyLuk": 0,
    "modifyMoveDistance": 0,
    "modifyHpMax": 0,
    "modifySpMax": 0,
    "modifySp": 0,
    "modifyHpInCombat": 0,
    "modifySpInCombat": 0,
    "modifyDamageTypeResistanceAcid": 0,
    "modifyDamageTypeResistanceCold": 0,
    "modifyDamageTypeResistanceNormal": 0,
    "modifyDamageTypeResistanceElectricity": 0,
    "modifyDamageTypeResistanceFire": 0,
    "modifyDamageTypeResistanceMagic": 0,
    "modifyDamageTypeResistancePoison": 0,
    "modifyNumberOfMeleeAttacks": 0,
    "modifyNumberOfRangedAttacks": 0,
    "modifyNumberOfEnemiesAttackedOnCleave": 0,
    "modifyNumberOfEnemiesAttackedOnSweepAttack": 0,
    "useDexterityForMeleeAttackModifierIfGreaterThanStrength": false,
    "useDexterityForMeleeDamageModifierIfGreaterThanStrength": false,
    "negateAttackPenaltyForAdjacentEnemyWithRangedAttack": false,
    "useEvasion": false
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Re: Coding Task List - Before IB2 Initial Release

Postby youngneil1 » Sun Jun 17, 2018 10:29 am

Hey Zeke, many thnaks for the feedback!

I am currently setting the whole project up on a new notebook (win10 now) and this is slowing me down a bit. I can verify the bug you mentioned and it roots deeper than I initially thought. It will take some time to fix, but we will get there eventually :) .
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Re: Coding Task List - Before IB2 Initial Release

Postby youngneil1 » Mon Jun 18, 2018 7:28 am

Good progress with fixing the bug(s) Zeke mentioned above.

I will also add a separate duration that determines how long an effect lingers on a square (in addition to the duration of the effect itself, once contracted by a pc/creature).
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Re: Coding Task List - Before IB2 Initial Release

Postby Zeke » Mon Jun 18, 2018 12:38 pm

youngneil1 wrote:Good progress with fixing the bug(s) Zeke mentioned above.

Great! I've also been thinking - is it possible to have a separate sprite for the tile effect and the character effect. In the above example for the Grease spell, I would like to have a black grease sprite on the ground and a separate "prone" effecr sprite on the characters.

Also, wil it be a lot of work to at least double the dimensions and size of the landscape(and probably portrait) images during conversations?
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Re: Coding Task List - Before IB2 Initial Release

Postby youngneil1 » Mon Jun 18, 2018 1:35 pm

Great! I've also been thinking - is it possible to have a separate sprite for the tile effect and the character effect. In the above example for the Grease spell, I would like to have a black grease sprite on the ground and a separate "prone" effecr sprite on the characters.


I like this idea a lot - I think this should be possible (and will make reading whether a character is just standing on an affected square or is already affected himself a bit easier).

Also, wil it be a lot of work to at least double the dimensions and size of the landscape(and probably portrait) images during conversations?

I will look into this one, too. This will require a bit more research on my side, like how well woudl this work for various resolutions/screen sizes. Also, shall the source maetrial be larger in size, too, then or only the output window (zooming the current source dimensions onto a larger target canvas)... All will need to be optional in order not to interfer with already existing adventures.
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Re: Coding Task List - Before IB2 Initial Release

Postby youngneil1 » Tue Jun 19, 2018 6:22 am

IB Beta v111 released -no liabilities, no warranties, use at your own risk:

https://www.dropbox.com/s/qgb4zluyrq1wf ... 1.zip?dl=0

- ESC key will always call the option to leave the game now
- effects now have a separate duration defining how long they shall stay on a square (in addition to the normal duration they shall stay on an affected pc/creature)
- effects also got an entry for a graphic to be shown on the square they linger on (in addition to the graphic used on pc/creature indicating effect contraction)
- fixed the bugs around lingering effects Zeke mentioned above (hold effects will work now, also saving throws and immunities are used correctly now)
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Re: Coding Task List - Before IB2 Initial Release

Postby Zeke » Tue Jun 19, 2018 10:55 am

youngneil1 wrote:- effects also got an entry for a graphic to be shown on the square they linger on (in addition to the graphic used on pc/creature indicating effect contraction)

Wow! That was pretty fast. Thank you!

As for the images, I had in mind the image size too, not only the dimensions. But, yeah, I was thinking only abiut desktop. Other devices are making this task harder I guess :?
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Re: Coding Task List - Before IB2 Initial Release

Postby youngneil1 » Tue Jun 19, 2018 1:09 pm

It's a pleasure. Still, I already see other problems (instant damage/heal effects on squares created by spells). I will fix that one in v112. In hindsight, I likely should have setup the system in a way that the spells actually create triggers (which again are basically stationary on contact casters). This would have unified the encounter trigger system and the lingering effects from spells. Having two different pipelines right now complicates things a bit, but it works out nonetheless.
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Re: Coding Task List - Before IB2 Initial Release

Postby youngneil1 » Thu Jun 21, 2018 9:38 pm

IB Beta v112 released - no liabilities, no warranties, use at your own risk:

https://www.dropbox.com/s/nscrdkigbrj6g ... 2.zip?dl=0

-removed top grey bar on all screens
- another round of bug fixes for spells that imbue squares with effects (this is getting physically painful, I better look into some other code sections soon :roll: )

Note: I will do a tutorial post on setting up such spells and triggers in encounters (also showing the limits I fear we have to live with for the time being)
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Re: Coding Task List - Before IB2 Initial Release

Postby Zeke » Thu Jun 21, 2018 10:13 pm

youngneil1 wrote:Note: I will do a tutorial post on setting up such spells and triggers in encounters (also showing the limits I fear we have to live with for the time being)

Limits can sometimes be good! It's like when you are a comics writer and you have to confine all your plot in little conversation bubbles.
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