post_powers and the power config file

post_powers and the power config file

pennomi's picture

Hi! I've been messing with the new config file for powers and it's really exciting. It's pretty easy to create your own powers now. I did make a few observations and I wanted a few clarifications on how it works. I would like to insert a disclaimer here, however: I've been doing things you're probably not supposed to be doing, so naturally, there would be weird, clearly unintended and unanticipated effects.

First, I noticed that when you use the post_power setting, the new power originates from the affected creature. This makes sense in some contexts (eg. Blood Spurt, etc.) however, it limits the usefulness of post_power. For instance, I tried using shock as a post_power, thinking to make a type of chain lightning. What actually happened is that the creature fired a bolt of lightning back! Another example is I used Heal as a post_power thinking to make a vampiric strike. This actually heals the affected creature (when the creature wasn't killed, of course. Also, see below for more on Heal as a post_power).

An observation (related to the first): The bolt of lightning fired in return by the creature always fired in the same direction, regardless of where the creature was facing. It may be more exciting to have the creature's response power be aimed at the hero. (Assuming you keep post_power originating from the affected creature.)

Probably related to the previous observation: I used Teleport as a post_power. It actually functions quite hilariously (Oh? A boss? Teleported!) but the main problem is that the creature simply disappears to nowhere. (Quite literally, I think it's gone from the map). I tested this by having a teleporter arrow fired at me by an enemy creature. I ended up in a black, empty map. Perhaps it would be exciting for teleport as a post_power to move the target randomly or in a certain direction?

Another thing is that damage is always determined by base_damage equalling melee, ranged or magical. While I agree with this method for the most part (damage should be based on the equipment), it would also be nice to be able to define a custom number or range to create more variety in damage. Think of a spell with huge area of effect, but relatively low damage. Maybe there's already a way to customize the damage output of a particular spell?

Another observation/bug: When "Heal" is used as a post power, the game sometimes crashes. I imagine this is due to the creature gaining more health than its maximum, but I'm not sure.

If you've made it through that wall of text, congratulations! I probably shouldn't have been making tweaks that would obviously break the engine, but your power config file was sooooo tempting! :D Great work!