(Unless they complain about the sprites.) Looking forward to any of your comments, critique, discussions and reviews. This as well resolves the issue of the glyph 'healing' (barely, only visual) enemies it's chasing, but it's not the best solution. I resolved it by giving all kind:8's related to this move a injury: 1 (aka, barely healing, but your healthbar will keep flashing) and then have the final dissipating shield heal for a large amount. But since the Glyph keeps sticking to the character, it will constantly override any healing. Inititally, I wanted every 'shield' to heal the character by 10 once it dissipates (without hitting or blocking). This made the Shield of Vanguard skill a pain to code. Or even zero, if the last applied itr/kind:8 contains injury:0. If you apply one 100 and one 5, your character will heal 5. The hardcoded healing mechanics (itr/kind:8 with injury > 0) of LF2 are annoying to begin with: Every new itr/king:8 will 'reset' the healing amount. I'm sure I'm just missing something, since previous of my characters had no such issues whilst using wide-ranged itr/kind:8 interactions. I tried semi-resolving this by having the ball hold the enemy far outside the reachable battlefield, but this, in reverse, caused the ball to leave the bounds of the battlefield.Īs well, the de-possession will not properly return the enemy if Sile retransform to far away from the initial possession location. I did it with a normal catching ball, but this method has the issue of the enemy still being 'present' on the battlefield, attracting allies who will attempt to punch the enemy's shadow. Inititally, there is the issue of keeping the original enemy 'stored'. after getting up from their lying frames) due to itr/kind:8 not using any IFF and the first itr(/kind:0) not hitting a target. Soul Beam may heal enemies that are unhitable (f.e. As well, she is credit to team.Īs usually, you can find more details in the Readme.txt included in the download.Īnd for those who didn't download the char by now, here's some minor input to stimulate your optical receptors: She fills the role of a mid-ranged support/kite spellcaster, offering a versatile, interesting and tactical playstyle. Except for the sprites of course, my sprites suck, everybody knows that. Sile was created in a total of three days (1 brainstorming, 2 coding/spriting), which is a new personal record for me.Īnd even though she doesn't contain an ueber-complex-leet-awesome DCing trick past the casual AdvancedDC, she is nontheless a char of (hopefully) respectable quality. I presented my last character and now I finally determined that it was time for a new one.Īccordingly, I present you Sile - The Crimson Princess, a A long time ago in a thread far, far away.
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