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Change Spell Damage and Heal #101

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Creater2036 opened this issue Jun 23, 2023 · 2 comments
Open

Change Spell Damage and Heal #101

Creater2036 opened this issue Jun 23, 2023 · 2 comments

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@Creater2036
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Hello, hope you're doing well fzzy :). I was wondering if it's possible to actually change the damage or effects that some scepters do? For example is there a way to be able to increase the damage of a spell like Soul Missle (since I find most of the fury spells to be underwhelming in damage, especially late game)? When I go over to the SoulMissileAugment_v2.jsonfile it shows me:
"id": "amethyst_imbuement:soul_missile",
"enabled": true,
"pvpMode": false,
"cooldownBase": 0.5,
"coolDownPerLvl": 0,
"manaCost": 0.5,
"minLvl": 1,
"castXp": 1

but no way of actually editing the damage and increasing it.

Is there also a way to edit the way a spell works? As another example, Mass Fortify fully upgraded and with the path like enduring bard basically gives me Res 4.75 (Res 5 is 100% damage resistance) and with enough duration that I can almost infinitely have it which I find to be a bit too op lol. Is there any way to change this on my side?

Thanks for the help and have a great day!

@Creater2036
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Oh I forgot to add, I changed some stuff already in the soul missile which is why it looks a bit different lol.

@fzzyhmstrs
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fzzyhmstrs commented Jun 23, 2023

Hi, I am doing pretty well, thanks for asking 💯. I hope you are also.

First thing I'll note is that cooldown and mana cost are probably causing issues in the config. That cooldown is 0.5 ticks, which isn't a valid unit of time in MC, and the mana cost is one half of a mana, which also isn't valid. Mana is measuring in whole numbers (because it's just durability with some paint over top).

To your actual request... I am working on a total rebuild of the spell system, which will

  1. Change up the configuration system
  2. Add a huge new spell feature that will alleviate some concerns with spells late game.
  3. I have to be careful with how powerful I can make spells in general. There should be some trade offs considering the extreme flexibility of scepters, the "infinite" ammunition, the near-infinite range and accuracy (of some spells), etc.

(The spell effects themselves will stay more or less the same, at a base level)

I will consider including the "stat" values in the updated configuration (damage, range, duration, amplifier), but it may not happen, or it may be a compromise like a single "factor" instead of every lever and knob (there are a lot of internal levers and knobs).

I also want to point out that Soul Missile isn't a particularly powerful spell. You can dish out a lot more DPS with tier 2 and 3 spells.

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