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There might be one problem with that: The game won't display the weapon's own fuel/mana (described in the weapon template's aspect component) unless it uses the ac_minigun attack class. From what I've seen it looks like it's hardcoded that way.

One workaround is to reimplement minigun_magic.skrit, hooking it up with appropriate UI elements that need to be created.

The other is to use the wielder's mana, a'la Fist of Stone mana strike.

DE: A hit is also a swing: so when we hit, we trigger both components: we get a fixed heal amount from "of Vigor", and we steal a % of life from "Vampiric".

As for balance, these things can be considered:
player base damage reworked.
Monster rework (example: fireshot armor seck, Mass Haste using shamans, Triple Strike Swanny, some monsters dealing explosion damage, etc.)

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Actually it's not even like that, you don't really need an alteration for a per-shot model: a skrit that can handle CC messages (hooked up to a listener or has a listener) should work perfectly and be more reusable.


property int $healthchange = 0 doc = "how much health do we change to the GO on swinging the weapon";

/*
...
*/

event onGoHandleCcMessage$(WorldEvent e$, WorldMessage msg$)
{
  if(e$ == WE_ANIM_WEAPON_FIRE) //this triggers before the actual to hit roll is calculated
  {
     //changing wielder's health goes there, along with checks whether or not to have bloody shots be a possibly fatal experience (change health to 0 or less, or have 1 a s the minimum)
     //or whether or not it can increase health above maximum... (it should not)
     //same with mana strike/weapon fuel stuff.
  }
}

however if it is a tradeoff, as in: constant health degeneration coupled with decent health steal, then yes, alteration looks like the way to go.