From e94ff440e9e6dc211639a6cc2bc65924730f444b Mon Sep 17 00:00:00 2001 From: Richy <72468758+Richy1111@users.noreply.github.com> Date: Mon, 23 Oct 2023 22:35:57 -0400 Subject: [PATCH] Update projectiles.md (#134) * Update projectiles.md Previous update did not update, clarified and fixed the build error. * Update projectiles.md * Update projectiles.md --------- Co-authored-by: lodicolo --- src/content/docs/en-US/design/projectiles.md | 11 +++++++---- 1 file changed, 7 insertions(+), 4 deletions(-) diff --git a/src/content/docs/en-US/design/projectiles.md b/src/content/docs/en-US/design/projectiles.md index 0ba6a7f8..454e3e85 100644 --- a/src/content/docs/en-US/design/projectiles.md +++ b/src/content/docs/en-US/design/projectiles.md @@ -26,8 +26,8 @@ Creating projectiles are done via the `Projectile Editor` under the `Game Editor - *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)*: Allows you to set the speed of the projectile in milliseconds. 1000 (ms) = 1 second. -- *Spawn Delay (ms)*: Allows you to set a spawn delay between the interaction and animation. +- *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. @@ -38,7 +38,8 @@ Creating projectiles are done via the `Projectile Editor` under the `Game Editor ![Projectile Spawn](https://github.com/AscensionGameDev/Intersect-Documentation/assets/72468758/44d761e2-1357-4593-b7c3-d8f1ef6fed7a) > 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 only enabled a one side shot. If all of the arrows in the square is green, it will shoot in all directions. +> 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 @@ -46,7 +47,9 @@ Creating projectiles are done via the `Projectile Editor` under the `Game Editor - *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. For example, 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, indicating on which set 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.) +- *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