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FAXPAX: A Thing What Fax Made

Discussion in 'Mod Releases' started by FaxCelestis, Feb 2, 2012.

  1. OmniaNigrum

    OmniaNigrum Member

    <spell name="Acid Rain" icon="sprites/skills/acid_rain_32.png"
    type="targetfloor"
    mineTimer="10"
    mineUseGlints="1"
    mineGlintDensity="25"
    mineSpritePNGSeries="sprites/sfx/poison_rain/poison_rain"
    mineSpritePNGFirst="0"
    mineSpritePNGNum="11"
    mineSpritePNGRate="100"
    mine="1"
    mineradius="3"
    minePermanent="1" >
    <effect type="damage" acidic="3" acidicF="0.4" toxic="1" toxicF="0.2" affectscaster="1" />
    <anim sprite="sprites/sfx/acid_burn/acid_burn" frames="7" framerate="80" sfx="magic" />
    <description text="OH GOD IT BURNS." />
    <requirements mp="20" savvyBonus="0.25" mincost="5" />
    </spell>

    Verses:

    <spell name="Meteor Shower 1" type="template" templateID="09" >
    <anim sprite="sprites/sfx/boulder_drop/boulder_drop" frames="9" firstframe="0" framerate="80" sfx="earth" />
    <effect type="damage" burn="1" crushing="2" crushingF="0.2" blasting="1" blastingF="0.1" conflagratory="1" conflagratoryF="0.1" aethereal="1" aetherealF="0.1" affectscaster="0" />
    </spell>

    <spell name="Meteor Shower 2" type="template" templateID="12" >
    <anim sprite="sprites/sfx/boulder_drop/boulder_drop" frames="9" firstframe="0" framerate="80" sfx="earth" />
    <effect type="damage" burn="1" crushing="2" crushingF="0.2" blasting="1" blastingF="0.1" conflagratory="1" conflagratoryF="0.1" aethereal="1" aetherealF="0.1" affectscaster="0" />
    </spell>

    <spell name="Meteor Shower 3" type="template" templateID="100" >
    <anim sprite="sprites/sfx/boulder_drop/boulder_drop" frames="9" firstframe="0" framerate="80" sfx="earth" />
    <effect type="damage" burn="1" crushing="2" crushingF="0.2" blasting="1" blastingF="0.1" conflagratory="1" conflagratoryF="0.1" aethereal="1" aetherealF="0.1" affectscaster="0" />
    </spell>

    <spell name="Meteor Shower" icon="sprites/skills/meteor_shower_32.png" type="target" >
    <anim sprite="sprites/sfx/boulder_drop/boulder_drop" frames="9" firstframe="0" framerate="80" sfx="earth" />
    <requirements mp="50" savvyBonus="0.4" mincost="20" />
    <effect type="damage" burn="1" crushing="2" crushingF="0.2" blasting="1" blastingF="0.1" conflagratory="1" conflagratoryF="0.1" aethereal="1" aetherealF="0.1" affectscaster="0" />
    <effect type="trigger" spell="Meteor Shower 1" />
    <effect type="trigger" spell="Meteor Shower 2" />
    <effect type="trigger" spell="Meteor Shower 3" />
    <description text="Today's forecast: cloudy with a chance of hailstones." />
    </spell>

    All of that was quoted directly from the spellDB.XML
    Acid Rain effects the caster, while Meteor Shower does not. So Acid Rain hits harder to compensate mana per mana. And let us not forget that few things resist Acid, but many resist the four damage types spread out in MS. MS actually IS harder, but it may not seem so due to resistances and the way it works.
     
  2. banjo2E

    banjo2E Member

    ...Maybe crushing and blasting should be a bit higher, since they're affected by armor? I'm not entirely sure that "it doesn't hit the caster" is enough to justify that much less damage and that much more mana cost. At my current stats, Acid Rain costs 7, Meteor Shower costs 20. One tick of Acid Rain is enough to take off 1/4 or so of an Archdiggle's health, and one cast of Meteor Storm directly on that diggle does maybe a tenth. Granted, I don't know what Archdiggles' resistances are like, but Meteor Storm's a rank 8 capstone, so it should be effective throughout the endgame.

    Alternatively, Acid Rain could be nerfed somehow? I mean, it does heavy acid damage, you can stack multiple copies of the spell on the same tile, it's a 5x5 square (which is only slightly smaller than Meteor Storm's highest area) and it costs less mana, does more damage, and is easier to activate than Rune of Exploding. (Which, granted, can be used as early as level 2, but still).
     
  3. OmniaNigrum

    OmniaNigrum Member

    MS looks like it could use a bit more damage. Perhaps another <effect type="damage" acidic="2" acidicF="0.1" added to MS despite not matching the theme would even it out a bit?
     
  4. banjo2E

    banjo2E Member

    Or perhaps hyperborean, if we're going that route, because comets.
     
  5. DavidB1111

    DavidB1111 Member

    Shouldn't a meteor Shower do fire damage as well, because you know, Meteors. :)
    Also, a comet may be cold, but not when it impacts against the surface of a planet. :)
     
  6. FaxCelestis

    FaxCelestis Will Mod for Digglebucks

    I can add some damage to Meteor Shower. Do keep in mind that Meteor Shower is supposed to hit harder the closer to the center of the effect a monster is. Would it solve any issue if I gave it an additional 2+.2f? I wonder if the random resistance flag works as a random damage flag...
     
  7. DavidB1111

    DavidB1111 Member

    Er, Attempting to fire the Orcish Shurikens causes the game to develop a C++ Runtime Library error, and immediately crash.
    At least I can pick them up.
    I just can't fire them.
    Don't feel bad at all the crashes that keep happening.
     
  8. FaxCelestis

    FaxCelestis Will Mod for Digglebucks

    ...that would be because the sprite for what's thrown has the wrong path. Uploading new version now.
     
  9. FaxCelestis

    FaxCelestis Will Mod for Digglebucks

    RevF uploaded. I don't feel bad about it: there's a lot of stuff in this mod, and the more stuff there is, the more likely something will go wrong. it's just frustrating.
     
  10. banjo2E

    banjo2E Member

    Well, yeah, but like I said, when I cast Meteor Shower directly on an archdiggle, it took barely any damage, whereas a single tick of one cast of Acid Rain took off close to a quarter of its health. Do bear in mind, I'm running 0.4 revision E until I finish this playthrough, so you may have changed things since then, and I don't really know how the numbers work in this game yet, since I've only just begun digging through the XMLs.

    You could add high existential damage to Meteor Shower; this would be in keeping with the resistances you've been getting for the entire skill tree, and it'd make sense because existential damage is basically mind screw damage, and you're having meteors falling through multiple floors of dungeon.
     
  11. DavidB1111

    DavidB1111 Member

    I"ll go grab that fixed file now. Glad you're not going crazy like some people do when they keep getting bugs in their game/mod. :)
     
  12. FaxCelestis

    FaxCelestis Will Mod for Digglebucks

    Well, first I'm going to see if I can add random="2" randomF="0.2" to it. If that doesn't work, I'll add existential or aethereal. That'll be in RevG, if not 0.6.
     
    OmniNegro likes this.
  13. banjo2E

    banjo2E Member

    I may have discovered the reason why Meteor Storm isn't working that well.

    I just tried casting it a few more times, and I swear that the enemies I targeted it with were only hit by the first meteor shower, and not the latter two.
     
  14. FaxCelestis

    FaxCelestis Will Mod for Digglebucks

    That's bizarre. It uses the exact same mechanics as Infernal Torus. :confused:
     
  15. FaxCelestis

    FaxCelestis Will Mod for Digglebucks

    Okay, try replacing the Meteor Shower spells (Meteor Shower, Meteor Shower 1, Meteor Shower 2, and Meteor Shower 3) in spellDB.xml with this:

    Code:
    <spell name="Meteor Shower 3" type="template" templateID="100" >
        <anim sprite="sprites/sfx/boulder_drop/boulder_drop" frames="9" firstframe="0" framerate="80" sfx="earth" />
        <effect type="damage" burn="1" crushing="2" crushingF="0.2" blasting="1" blastingF="0.1" conflagratory="1" conflagratoryF="0.1" aethereal="1" aetherealF="0.1" affectscaster="0" />
        </spell>
     
    <spell name="Meteor Shower 2" type="template" templateID="12" >
        <anim sprite="sprites/sfx/boulder_drop/boulder_drop" frames="9" firstframe="0" framerate="80" sfx="earth" />
        <effect type="damage" burn="1" crushing="2" crushingF="0.2" blasting="1" blastingF="0.1" conflagratory="1" conflagratoryF="0.1" aethereal="1" aetherealF="0.1" affectscaster="0" />
        <effect type="trigger" spell="Meteor Shower 3" />
        </spell>
     
    <spell name="Meteor Shower 1" type="template" templateID="09" >
        <anim sprite="sprites/sfx/boulder_drop/boulder_drop" frames="9" firstframe="0" framerate="80" sfx="earth" />
        <effect type="damage" burn="1" crushing="2" crushingF="0.2" blasting="1" blastingF="0.1" conflagratory="1" conflagratoryF="0.1" aethereal="1" aetherealF="0.1" affectscaster="0" />
        <effect type="trigger" spell="Meteor Shower 2" />
        </spell>
     
    <spell name="Meteor Shower" icon="sprites/skills/meteor_shower_32.png" type="target" >
        <anim sprite="sprites/sfx/boulder_drop/boulder_drop" frames="9" firstframe="0" framerate="80" sfx="earth" />
        <requirements mp="50" savvyBonus="0.4" mincost="20" />
        <effect type="damage" burn="1" crushing="2" crushingF="0.2" blasting="1" blastingF="0.1" conflagratory="1" conflagratoryF="0.1" aethereal="1" aetherealF="0.1" affectscaster="0" />
        <effect type="trigger" spell="Meteor Shower 1" />
        <description text="Today's forecast: cloudy with a chance of hailstones." />
        </spell>
    Since it is just a code change instead of a code removal, it shouldn't do anything bizarre to your save. Lemme know if that works better.
     
  16. DavidB1111

    DavidB1111 Member

    Hey, Fax, um,
    I think my current run is bugged a bunch.
    I keep procing a radiant aura from when you drink the potion of radiance. I thought it was from my Bow of the Radiant Dawn, from your FaxPax mod, but even removing it didn't stop it from triggering.

    Also, I randomly teleport, even without activating the trandimensional dodge. And Bookshelves are acting up a bunch.
     
  17. FaxCelestis

    FaxCelestis Will Mod for Digglebucks

    I would try reinstalling the RC9: maybe something got mangled up there?
     
  18. FaxCelestis

    FaxCelestis Will Mod for Digglebucks

    0.6 uploaded! Patch notes and the files in the first post.
     
  19. Essence

    Essence Will Mod for Digglebucks

    Fax, lemme know if you get that random damage thing working. I tried it with Warlockery and it did zilch. I mentioned it to David and he didn't respond directly, but implied that it was quite possible that random resistance/damages didn't actually make it into 1.0.10.
     
  20. FaxCelestis

    FaxCelestis Will Mod for Digglebucks

    Yeah, I wasn't able to. I just went with aethereal instead. I was pleasantly surprised when I discovered I could use a randomized template, though.