All pastes #742107 Raw Edit

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·published 2007-10-19 07:04 UTC
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Main Stats Box

Main Damage-Determines how much the spell/special attack does to whoever it strikes, is a negative or a positive number.

Stat to be used in the formula-vaguely obvious but the editor will allow you to determine which stat it uses, if any at all. (My best suggestion for the formula would probably be: STAT + Base Damage (level x 0.2) though this isn’t totally accurate perhaps we can work on this more in depth in real time)

Casting Time-In seconds, can be a decimal.

Casting Time decreasing Stat- Lets you choose which stat decreases the casting time.

Consumption Amount-Lets you decide how much “mana” it takes up.

Consumption Types-

Flat Number or percentage Box-Lets you decide whether the Consumption Amount is a flat numeric subtraction or a percentage.

Consumption HP/MP/Specific Stat-Lets you decide whether it’s HP, MP, or if it’s even being drained from a stat such as Strength to cast the spell.

Duration-Lets you change how long the spell lasts, 0 is no duration, -1 is infinite.

Properties Box- Applies various effects to the spell such as elemental damage, buffs/de-buffs (you choose a stat when selecting them), and so on as well as determining their degree of effect as well as a duration property. (A side note, it might be more efficient to split this up into upsides and downsides to the spell, such as dealing damage to a player but increasing their strength and so on). An Example:

Property – Degree

Fire Element to main damage – N/A

Extra Fire Damage – 30

Decrease Strength – 5

Target Box-

Main Target Design Box- allows you to draw the attack box for the skill in an MS paint style, eg drawing a triangular area for a spell that spews a cone of flame from the character, or drawing several parallel lines for a spell that summons blades and hurls them at an enemy. It has several predefined shapes similar to how MS paint does, as well as just outright drawing the attack box freehand(tablet support recommended at some point). The actually origin point of the spell will be movable, allowing you a little more room to design the spell instead of having it in the middle all the time. Also doubles as an animation editor with the click of a tab, keeping transparent attack box guides which lets you decide as well whether to stretch or tile the spell animation if you’re using freeform and range scaling.

Spell/Attack Type-Dropdown box allowing you to choose its behavior

Freeform-Actually makes use of the Design Box.

Targeted Free Form-provides an end point to hit a target as well as activates the target amount box.

Targeted-Just activates the target amount box and animations are played on the target.

Collision Based-Forces the attack box around the weapon sprite.

Target Amount Box-Doesn’t activate until targeted free form or targeted spell/attack type is activated, it lets you choose from one target, to multiple targets, to one AND multiple (as SOM originally had.)

Range (Length)-This determines the length scale of the spell, for example entering 2 for the cone of flame spell would stretch the triangular shape’s length to double of what it was in the box, allowing for longer spells without having to make an enormous drawing box.

Range (Width)-As the above but instead scales the width.

Speed of Attack-Determines how slow the target box expands from the character in 1/10^th second increments, only affects Freeform and 0 means instantaneous.

Character Animation- What Animation the character uses as they cast the spell.

Single Target Animation-Animation used by Single target spell types, and isn’t activated if the spell isn’t a Targeted type.

Multi Target Animation-See above except it lets you choose a different animation for multi-target spells, can be selected as well as Single Target as long as you have the Multi and Single properties on the spell.