Feature description
The Charged attack for the fire form. the player holds left click while the Ztarget4 follows their cursor. wait one second before they hear sound effect ChargeFire1 begin. at this point the sprite used for the inferno potion( the ring of fire will be much smaller but fade in around the ztarget4 while spinning slowly to the right while growing smaller to the center of the projectile. then at this point the sound effect ChargeFire2. the same frame this sound fires the actual source projectile spawns (lets call it RovaCenter) at center of ztarget4 and a wave of fire particles shoot out of the center in a big ring.
At this point RovaCenter is active and not moving but about to fire, ztarget4 will still be following player mouse. when sound effect ends, there will be a half second of time before a single beam fires in the direction ztarget4 starting at its center.(side note, if player lets go of left hold and ztarget4 despawns while beam is already out it should just stay in that direction without moving until its short fire time is done) this needs to be only to the player owners cursor and it only fires at ztarget4 and the right click hold target called ztarget. it will have a fixed reach about the width of one screen and collides with ground tiles. its beam will attempt to go to its max at all times and does not shrink or extend based on cursor position. only direction. it should then follow the players cursor but slowly much like the speed of the moonlords deathbeam turning but a bit sluggish so it swaps directions only after slowing down to a stop.
while the beam is out it will nonstop play the lightloop sound effect until i get the actual sound effect i am looking for.
this beam should do heavy knockback and a lot of damage and should knock enemies in the direction the beam is facing. beam should have a large amount of hit immunity meaning an npc hit by it will be given a few extra frames before they can be hit by the beam again. about 25 frames. unsure if this beam should do damage to player owner directly, but set damage if they come into contact with it like a fifth of their health along with knockback. lets add it first and see.
if player is not charging or holding right click either, RovaCenter will stay in that place and after a good 10 seconds it will fire again on its own if an enemy is within its range and can be seen. it will start slightly off the enemy center and then go clock wise torwards it. so it should not ever spawn "in front" of the enemy where it would need to make a full rotation to get to it. while no player targeting it will not aim but instead once fired at enemy make a full rotation similar to moonlord deathbeam again and then cool off again. it should be slow and last long enough until it finishes its rotation.
if player attempts to hold leftclick charge while Rova Center is out the ztarget4 will appear but no countdown is started. instead rovacenter will attempt to aim its beam at that location regardless of distance. projectile must be unsummoned by using the map to click it again.
here is where things get challenging. when the beam collides with tiles i want them to heat up and turn red similar to how the blizzard attack freezes and chills tiles. tiles close to the tile of impact will just turn bright red, while tiles around it spread to be red if beam is hitting a tile the red should spread out by 3 tiles on both sides after that it tapers off heavily becoming faded red and slightly red until nothing. for tiles that are over 50 percent bright red AND with air directly above them they will have the Flame image used and animating over them to varying degrees. all the same animation but different sizes and speeds to look like a more natural fire. or, we can just use dusts. npc's or any player without the veil buff that is touching tiles over 50 percent bright red will be given the burning 2 buff and take damage once every full second. players take 1/15th their max health and enemies take a fifth of sarias calculated damage.
being within the imidiate area around it will set npcs, players, and enemies on fire if they have no fire protection such as lava waders or obsidian skull or lavaimmunity. this will only apply the basic onfire debuff. the screen needs to also have a slight red tint just enough to show the difference. buff goes away almost instantly when they leave its area. veil should also be immune to this.
lastly tiles that are bright red above 50 percent with space underneath them should have a chance of dropping a flame projectile from them. just for touch, i would like the Gore from enemies hit to be blackened and burned and when they expire it does the smoke dust, again similar to how frozen enemies get shattered and then those piece break to despawn.
Motivation
Missing Mechanic/ Saria's fire form charged attack. Her fire form is based off of twinrova so I think it is only fitting she actually has an attack similar to her. serves as a massive single or multihit damage dealer but can be dangerous to you and to your allies. does very few actual hits compared to other multihit attacks. good way of making an entire area dangerous
Implementation ideas / affected files / related code
obviosly ztarget4 will be important but the mechanics from the blizzard attack such as how tiles are effected and enemy gore and texture overlays should be used almost identically just with fire and not ice. multiplayer has an issue with the exact effected tiles and their state being synced. slight issue but with this one actually having gameplay effects it could be an issue.
Any other concerns just let me know, and yes I know spelling is a problem. Im not concerned with that though. definitely a huge task, but honestly the ice one was tougher due to the specific buff properties and it does alot of the legwork.
Feature description
The Charged attack for the fire form. the player holds left click while the Ztarget4 follows their cursor. wait one second before they hear sound effect ChargeFire1 begin. at this point the sprite used for the inferno potion( the ring of fire will be much smaller but fade in around the ztarget4 while spinning slowly to the right while growing smaller to the center of the projectile. then at this point the sound effect ChargeFire2. the same frame this sound fires the actual source projectile spawns (lets call it RovaCenter) at center of ztarget4 and a wave of fire particles shoot out of the center in a big ring.
At this point RovaCenter is active and not moving but about to fire, ztarget4 will still be following player mouse. when sound effect ends, there will be a half second of time before a single beam fires in the direction ztarget4 starting at its center.(side note, if player lets go of left hold and ztarget4 despawns while beam is already out it should just stay in that direction without moving until its short fire time is done) this needs to be only to the player owners cursor and it only fires at ztarget4 and the right click hold target called ztarget. it will have a fixed reach about the width of one screen and collides with ground tiles. its beam will attempt to go to its max at all times and does not shrink or extend based on cursor position. only direction. it should then follow the players cursor but slowly much like the speed of the moonlords deathbeam turning but a bit sluggish so it swaps directions only after slowing down to a stop.
while the beam is out it will nonstop play the lightloop sound effect until i get the actual sound effect i am looking for.
this beam should do heavy knockback and a lot of damage and should knock enemies in the direction the beam is facing. beam should have a large amount of hit immunity meaning an npc hit by it will be given a few extra frames before they can be hit by the beam again. about 25 frames. unsure if this beam should do damage to player owner directly, but set damage if they come into contact with it like a fifth of their health along with knockback. lets add it first and see.
if player is not charging or holding right click either, RovaCenter will stay in that place and after a good 10 seconds it will fire again on its own if an enemy is within its range and can be seen. it will start slightly off the enemy center and then go clock wise torwards it. so it should not ever spawn "in front" of the enemy where it would need to make a full rotation to get to it. while no player targeting it will not aim but instead once fired at enemy make a full rotation similar to moonlord deathbeam again and then cool off again. it should be slow and last long enough until it finishes its rotation.
if player attempts to hold leftclick charge while Rova Center is out the ztarget4 will appear but no countdown is started. instead rovacenter will attempt to aim its beam at that location regardless of distance. projectile must be unsummoned by using the map to click it again.
here is where things get challenging. when the beam collides with tiles i want them to heat up and turn red similar to how the blizzard attack freezes and chills tiles. tiles close to the tile of impact will just turn bright red, while tiles around it spread to be red if beam is hitting a tile the red should spread out by 3 tiles on both sides after that it tapers off heavily becoming faded red and slightly red until nothing. for tiles that are over 50 percent bright red AND with air directly above them they will have the Flame image used and animating over them to varying degrees. all the same animation but different sizes and speeds to look like a more natural fire. or, we can just use dusts. npc's or any player without the veil buff that is touching tiles over 50 percent bright red will be given the burning 2 buff and take damage once every full second. players take 1/15th their max health and enemies take a fifth of sarias calculated damage.
being within the imidiate area around it will set npcs, players, and enemies on fire if they have no fire protection such as lava waders or obsidian skull or lavaimmunity. this will only apply the basic onfire debuff. the screen needs to also have a slight red tint just enough to show the difference. buff goes away almost instantly when they leave its area. veil should also be immune to this.
lastly tiles that are bright red above 50 percent with space underneath them should have a chance of dropping a flame projectile from them. just for touch, i would like the Gore from enemies hit to be blackened and burned and when they expire it does the smoke dust, again similar to how frozen enemies get shattered and then those piece break to despawn.
Motivation
Missing Mechanic/ Saria's fire form charged attack. Her fire form is based off of twinrova so I think it is only fitting she actually has an attack similar to her. serves as a massive single or multihit damage dealer but can be dangerous to you and to your allies. does very few actual hits compared to other multihit attacks. good way of making an entire area dangerous
Implementation ideas / affected files / related code
obviosly ztarget4 will be important but the mechanics from the blizzard attack such as how tiles are effected and enemy gore and texture overlays should be used almost identically just with fire and not ice. multiplayer has an issue with the exact effected tiles and their state being synced. slight issue but with this one actually having gameplay effects it could be an issue.
Any other concerns just let me know, and yes I know spelling is a problem. Im not concerned with that though. definitely a huge task, but honestly the ice one was tougher due to the specific buff properties and it does alot of the legwork.