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.)
////////////////////////
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.
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.)
////////////////////////
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.
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.