Projectiles
Overview
Creating projectiles are done via the Projectile Editor
under the Game Editors
tab on the main interface.
Managing Projectiles
- Clicking on the first icon here will create a new projectile. Shortcut = Ctrl+N
- Clicking on a projectile in the list and clicking the second icon will delete that projectile.
- Clicking the third icon will catagorize your projectiles in alphabetical order.
- Clicking on a projectile in the list and clicking the fourth icon will copy that projectile. Shortcut = Ctrl+C
- Clicking on a projectile in the list and clicking the fifth icon will paste your copied projectile. Shortcut = Ctrl+V
- Clicking on the sixth icon will revert your last change to a projectile (Does not revert deletion).
Editing Projectiles
Properties
- Name: Allows you to give your projectile a name.
- Folder: Clicking on the + next to this field will allow you to create a folder in the projectile list for organization
- Speed (ms): Is actually the time it takes the projectile to travel the number of tiles specified by “Range”. 1000 (ms) = 1 second.
- Spawn Delay (ms): Allows you to set a spawn delay which is the time between each ‘wave’ which is defined by quantity.
- Quantity: Allows you to set a quantity of how many projectile shot waves are being used.
- Range: Allows you to set a range in tiles for how far the projectile will travel.
- Knockback: Allows you to set a knockback by tile. When a projectile hits an opponent, it can knock them backward.
- Collision Spell: Allows you to set a spell that will cast after the projectile hits an opponent.
Projectile Spawns
This allows you to set a projectiles path. Clicking on the red arrows will make them green in which the projectile will be shot in. This current screen shot orientation will rotate based on where the player is facing. You configure the projectile assuming the player is facing north/up. When selecting more projectile spawns, it allows the player to shoot in multiple directions.
Animations
- Animation: Allows you to select an animation for the projectile.
- Spawn Range: When you change the quantity of projectiles, you can have different projectiles spawn on different sets. You can have a projectile with Quantity: 3 that fires the same projectile 3 times. However, if you add another animation to the animation list, you can set the spawn range of each animation which indicates in which wave those projectiles will fire.
- For example, have a projectile with Quantity: 5, with the animation “Arcane Missile” set to spawn range 1-3, and the animation “Fire Missile” set to 4-5. So the first 3 waves will be Arcane Missiles, and the 4th and 5th will be Fire Missiles. (Shout to Mcadams for explanation.)
- Auto Rotate Animation: Ticking this box will automatically rotate the animation.
Grapple Options
- On Map Attribute: Ticking this box will enable grapple to map attribute.
- On Player: Ticking this box will enable grapple to another player.
- On NPC: Ticking this box will enable grapple to an NPC.
- On Resource: Ticking this box will enable grapple to a resource.
Ignore Collision
- Map Blocks: Ticking this box will allow the projectile to go through map block attributes.
- Active Resources: Ticking this box will allow the projectile to go through active resources.
- Inactive Resources: Ticking this box will allow the projectile to go through inactive resources.
- Z-Dimension Blocks: Ticking this box will allow the projectile to go through Z-Dimension blocks.
- Pierce Target: Ticking this box will allow the projectile to pierce the target.
Ammunition Requirements
- Item: Allows you to select an item to be used as a projectile.
- Amount: Allows you to set the amount used per shot.