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Suggestion New Animations (Pictures)

Dewyn

Retired Staff
Joined
Oct 23, 2014
Location
dewyn#2005
Got bored and decided that some skills needed better animations.

Coded these just now:

a0RWALN.png

It's kinda the same, but it's a little more compact and visible.

T8FBTaM.png

Original

U6EI19a.png

Wider spread

AL1pKWG.png

Another Dragonsbreath (different particle settings)

HrGgHA0.png

Original spell particle idea

qJ4X5yd.png

Purple magic alternative

yrgiq35.png

qr8PN0F.png

I finally managed to get the skill itself to work. That was nice.

Like I said, just a thought. Credits to DarkBlade12 for his Particle Effect API.
 
Last edited:

Carbash

Legacy Supporter 6
Joined
Sep 17, 2012
chaotic visions purple? also dragonsbreath with actual fire yes please.
 

MCderpy12

Legacy Supporter 3
Joined
Aug 2, 2013
It used to be a bit like this, I think but they had to remove most of the partical effects due to server lag issues...I think
 

Dewyn

Retired Staff
Joined
Oct 23, 2014
Location
dewyn#2005
It used to be a bit like this, I think but they had to remove most of the partical effects due to server lag issues...I think

Yeah, lag could be a problem. This API is pretty minimalistic, but still...hmph.

chaotic visions purple? also dragonsbreath with actual fire yes please.

ChaoticVisions, good idea. I'll have a look at it.

Any other skills that could use a better animation?
 

MCderpy12

Legacy Supporter 3
Joined
Aug 2, 2013
Lord, don't mistake that last comment, these look great!

Also a effect for Tremor would be sweet.
 

Dewyn

Retired Staff
Joined
Oct 23, 2014
Location
dewyn#2005
I like the idea of skill effects and particles, but may @malikdanab slap me if I don't say: Remember the lag issues

I'm trying to think of a way to ensure minimal lag considering every player on the server, but at current it's mostly just a lot of floundering around.

Lord, don't mistake that last comment, these look great!

Also a effect for Tremor would be sweet.

Hmm, I'll look into that. Doing Reckoning now.
 

Dewyn

Retired Staff
Joined
Oct 23, 2014
Location
dewyn#2005
@carbash420 Is this what you meant?

qJ4X5yd.png


Also:

yrgiq35.png

Reckoning's animation works fine. I'm starting to implement actual functionality, but I'm still fine-tuning some stuff - half the time Reckoning does nothing or throws things fifty blocks into the air. Bonespear and ChaoticVisions have awkward snowball damage at the moment. Dragonfire doesn't do anything yet.

eNQANwM.png

Although I guess we could make Pyro do this instead. /troll
 

mung3r

Legacy Supporter 4
Retired Staff
Joined
Apr 16, 2011
I like that you have the motivation to experiment with particle effects. I do know that @Kainzo wants to have these back in again.

The effects that we had in the past broke with some of the server updates. We removed them with the intent that we would add them back using the newer effects api. This takes more effort than just using this firework, or that firework effect here and there adhoc. Add to that the fact that there are hundreds of skills, the task for adding effects to all of them becomes daunting.

However, I do have an idea that would make this task a bit easier. All the skills have SkillTypes assigned (see below). One could easily map an effect based on the SkillType and the Skill subclass of PassiveSkill, ActiveSkill and TargettedSkill.

For example, DragonsBreath has a SkillType of ABILITY_PROPERTY_FIRE that can be mapped to a fire effect.

ABILITY_PROPERTY_AIR
ABILITY_PROPERTY_BLEED
ABILITY_PROPERTY_DARK
ABILITY_PROPERTY_DISEASE
ABILITY_PROPERTY_EARTH
ABILITY_PROPERTY_FIRE
ABILITY_PROPERTY_ICE
ABILITY_PROPERTY_ILLUSION
ABILITY_PROPERTY_LIGHT
ABILITY_PROPERTY_LIGHTNING
ABILITY_PROPERTY_MAGICAL
ABILITY_PROPERTY_PHYSICAL
ABILITY_PROPERTY_POISON
ABILITY_PROPERTY_PROJECTILE
ABILITY_PROPERTY_SONG
ABILITY_PROPERTY_WATER
AGGRESSIVE
AREA_OF_EFFECT
ARMOR_PIERCING
BLINDING
BLOCK_CREATING
BLOCK_REMOVING
BLOCK_MODIFYING
BUFFING
DAMAGING
DEBUFFING
DESUMMONING
DISABLE_COUNTERING
DISABLING
DISPELLING
DURABILITY_INCREASING
DURABILITY_REDUCING
FORCE
FORM_ALTERING
HEALING
HEALTH_FREEZING
INTERRUPTING
ITEM_CREATION
ITEM_DESTRUCTION
ITEM_MODIFYING
KNOWLEDGE
MANA_DECREASING
MANA_FREEZING
MANA_INCREASING
MAX_HEALTH_DECREASING
MAX_HEALTH_INCREASING
MAX_MANA_DECREASING
MAX_MANA_INCREASING
MAX_STAMINA_INCREASING
MAX_STAMINA_DECREASING
MOVEMENT_INCREASING
MOVEMENT_INCREASE_COUNTERING
MOVEMENT_PREVENTING
MOVEMENT_PREVENTION_COUNTERING
MOVEMENT_SLOWING
MOVEMENT_SLOWING_COUNTERING
MULTI_GRESSIVE
NO_SELF_TARGETTING
RESURRECTING
SILENCEABLE
SILENCING
STEALTHY
STAMINA_DECREASING
STAMINA_INCREASING
STAMINA_FREEZING
STUNNING
SUMMONING
TELEPORTING
UNBINDABLE
UNINTERRUPTIBLE
VELOCITY_DECREASING
VELOCITY_INCREASING
 

Dewyn

Retired Staff
Joined
Oct 23, 2014
Location
dewyn#2005
I like that you have the motivation to experiment with particle effects. I do know that @Kainzo wants to have these back in again.

The effects that we had in the past broke with some of the server updates. We removed them with the intent that we would add them back using the newer effects api. This takes more effort than just using this firework, or that firework effect here and there adhoc. Add to that the fact that there are hundreds of skills, the task for adding effects to all of them becomes daunting.

However, I do have an idea that would make this task a bit easier. All the skills have SkillTypes assigned (see below). One could easily map an effect based on the SkillType and the Skill subclass of PassiveSkill, ActiveSkill and TargettedSkill.

For example, DragonsBreath has a SkillType of ABILITY_PROPERTY_FIRE that can be mapped to a fire effect.

ABILITY_PROPERTY_AIR
ABILITY_PROPERTY_BLEED
ABILITY_PROPERTY_DARK
ABILITY_PROPERTY_DISEASE
ABILITY_PROPERTY_EARTH
ABILITY_PROPERTY_FIRE
ABILITY_PROPERTY_ICE
ABILITY_PROPERTY_ILLUSION
ABILITY_PROPERTY_LIGHT
ABILITY_PROPERTY_LIGHTNING
ABILITY_PROPERTY_MAGICAL
ABILITY_PROPERTY_PHYSICAL
ABILITY_PROPERTY_POISON
ABILITY_PROPERTY_PROJECTILE
ABILITY_PROPERTY_SONG
ABILITY_PROPERTY_WATER
AGGRESSIVE
AREA_OF_EFFECT
ARMOR_PIERCING
BLINDING
BLOCK_CREATING
BLOCK_REMOVING
BLOCK_MODIFYING
BUFFING
DAMAGING
DEBUFFING
DESUMMONING
DISABLE_COUNTERING
DISABLING
DISPELLING
DURABILITY_INCREASING
DURABILITY_REDUCING
FORCE
FORM_ALTERING
HEALING
HEALTH_FREEZING
INTERRUPTING
ITEM_CREATION
ITEM_DESTRUCTION
ITEM_MODIFYING
KNOWLEDGE
MANA_DECREASING
MANA_FREEZING
MANA_INCREASING
MAX_HEALTH_DECREASING
MAX_HEALTH_INCREASING
MAX_MANA_DECREASING
MAX_MANA_INCREASING
MAX_STAMINA_INCREASING
MAX_STAMINA_DECREASING
MOVEMENT_INCREASING
MOVEMENT_INCREASE_COUNTERING
MOVEMENT_PREVENTING
MOVEMENT_PREVENTION_COUNTERING
MOVEMENT_SLOWING
MOVEMENT_SLOWING_COUNTERING
MULTI_GRESSIVE
NO_SELF_TARGETTING
RESURRECTING
SILENCEABLE
SILENCING
STEALTHY
STAMINA_DECREASING
STAMINA_INCREASING
STAMINA_FREEZING
STUNNING
SUMMONING
TELEPORTING
UNBINDABLE
UNINTERRUPTIBLE
VELOCITY_DECREASING
VELOCITY_INCREASING

That's an interesting concept. I could experiment with an enumeration and a task that will determine what effect to play based on the type of skill; I'd have to rewrite the plugin (I have it written as a standalone, as opposed to a possible part of a larger plugin) but honestly I can just copy over the skill handlers I already have and test that out.
 

Kainzo

The Disposable Hero
Staff member
Founder
Adventure Team
Joined
Jan 7, 2011
Location
The 7th Circle of Heaven
Got bored and decided that some skills needed better animations.

Coded these just now:

a0RWALN.png

It's kinda the same, but it's a little more compact and visible.

T8FBTaM.png

Original

U6EI19a.png

Wider spread

AL1pKWG.png

Another Dragonsbreath (different particle settings)

HrGgHA0.png

Original spell particle idea

qJ4X5yd.png

Purple magic alternative

yrgiq35.png

qr8PN0F.png

I finally managed to get the skill itself to work. That was nice.

Like I said, just a thought. Credits to DarkBlade12 for his Particle Effect API.
Note we would need to ensure this is seamless and we want to make sure its not standalone (ie a lib inside of heroes/skills)
If you are wiling to help integrate this into our Heroes skills, get with me on IRC #heroes onesper.net
 

Dewyn

Retired Staff
Joined
Oct 23, 2014
Location
dewyn#2005
jLgSKrd.png

HolyAura demo - I'm running a new API that lets me do things like this, it pulses outward.

Uz8mTLo.png

DreadAura in the exact same location.
 

MunchlaxHero

Max Legacy Supporter
Joined
May 19, 2013
Got bored and decided that some skills needed better animations.

Coded these just now:

a0RWALN.png

It's kinda the same, but it's a little more compact and visible.

T8FBTaM.png

Original

U6EI19a.png

Wider spread

AL1pKWG.png

Another Dragonsbreath (different particle settings)

HrGgHA0.png

Original spell particle idea

qJ4X5yd.png

Purple magic alternative

yrgiq35.png

qr8PN0F.png

I finally managed to get the skill itself to work. That was nice.

Like I said, just a thought. Credits to DarkBlade12 for his Particle Effect API.
Well done, time to put in your coder app
 

Dewyn

Retired Staff
Joined
Oct 23, 2014
Location
dewyn#2005
Currently fixing the auras so they're less algorithmic and more vector-based, makes it look a lot smoother. Anyone have any suggestions for more skills?

Planned:
- Fireblast
- Pretty much all Bard skills
- Chakra
- Barrier

Aand that's all I feel like writing down for now.
 

Dewyn

Retired Staff
Joined
Oct 23, 2014
Location
dewyn#2005
@Kainzo
I made a video of the auras working properly, as well as Whirlwind. The lag here is pretty hard, because my computer can't handle running a server alongside Minecraft, Eclipse, Firefox, and Hypercam. When I run just Minecraft, however, the particles are smooth and lagless, so that's a good sign. I'm also working on minimizing resource use while maintaining the effect.

 
Last edited:

MunchlaxHero

Max Legacy Supporter
Joined
May 19, 2013
@Kainzo
I made a video of the auras working properly, as well as Whirlwind. The lag here is pretty hard, because my computer can't handle running a server alongside Minecraft, Eclipse, Firefox, and Hypercam. When I run just Minecraft, however, the particles are smooth and lagless, so that's a good sign. I'm also working on minimizing resource use while maintaining the effect.

only problem i could see is a little too much, with all the particles especially whirlwind it could be hard to see wtf is going on in a 1v1 for instance, 2 whirlwinds and u cant see the ground around you, but i love the effort and they look great just might be too much for heros pvp wise
 
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