- Status Closed
- Percent Complete
- Task Type Bug Report
- Category Engine → Magic System
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Assigned To
Keith RlyDontKnow - Operating System
- Severity Low
- Priority
- Reported Version
- Due in Version Undecided
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Due Date
Undecided
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Votes
1
- Eddie (06.01.2009)
- Private
FS#140 - casting time casting effect and spell effect timing
when you get a higher level in magic [any way] it decreases the time it takes to case the spell. But you also have a set time that it takes for the casting effect to be run, so you end up with the spell effect being cast when the casting effect is still shown. [tested with max 200 level to see how bad this can be]
would be nice to have the casting effect shortened depending on how high your level is so that the spell effect does not get cast when the casting effect is still present.
Closed by Lanarel
14.08.2010 17:36
Reason for closing:
Additional comments about closing:
14.08.2010 17:36
Reason for closing:
Additional comments about closing:
FIxed, and more, by RlyDOntKnow
Confirmed, Caarrie showed it to me.
Assigning to Xordan.
removing xordan from assignee per request from him
Assigned to Kayden by Xillix.
Not sure if this is a pure engine thing. It may require changes to how effects are handled (making them adjustable in game).
Feel free to unassign.
I would love to see this happen, but I really have no idea how to do it. The server has the duration, and could easily pass it to the client - it's more an issue of making the effects system use it. In particular, how can the .eff files reference the duration? Or would it make sense for the engine to simply scale it, somehow…?
Unassigning from me for now. I hope someone picks it up.
Kenny backed out of it, looks like a job for venge?
initial support for duration-dependent animations added
for now it only works for applicative and casting effects as the servers sends a duration for those.
right now you can only put those into a loop which already improves things a lot, as you can actually show the effect of a buff as long as the buff lasts now.
to-do: if the effect isn't set as loop (no kill time set), scale the keyframes instead to reflect the actual duration (either slow it down or speed it up).
added support for keyframe scaling in PS r6137 and for preventing scaling alltogether via setting attribute "autoscale" to false in death time in PS r6138
todo:
find a way to properly scale imperative effects (e.g. summon missile)
marking ready to test as I personally don't consider scaling of imperative effects critical - especially as we got rid of the too-short casting times.
changed the syntax of scaling in PS r6146
works via an explicit node called "scale" in the effect object now
all attributes are optional and enabled some sort of scaling, per default all are disabled
possible attributes are death, birth, frames and loop
frames and loop are mutually exclusive - frames stretches the animation, loop repeats it
Nice!
Casting energy arrow at skill 20 shows the casting effect, then the arrow appearing and flying. At skill 200 the same (but possibly shorter), at skill 400 the arrow immediately appears and fires.