I've read the warnings, but as I don't intend to make another character (this one is destined to face the corrupted oozemancer), I am taking the risk and maybe I will wipe the addon clean after finishing a.k.a. dying stupidly with her. Still, if she survives to the lake, we'll see how many spirals will pop up when all the sustains are disrupted.
Thanks for the quick-fixes, at the moment it appears to be working fine, so probably I won't mess with code and quietly wait for the update.
EDIT: After reading another topic of yours, I've decided to mess myself a bit with the code after all
. Here are the results for some basic colours intended for some common detrimental statuses as per name:
Code: Select all
fxlib:newVisual{
name = "Bleeding Red",
desc = "It bleeds",
onFrame = function()
if not dotshat then dotshat= {core.display.loadImage("/data/gfx/dot.png"):glTexture()} end
local R, G, B, A = 1, 0, 0, 0.4
dotshat[1]:toScreenPrecise(0, 0, game.w, game.h, 0, 1, 0, 1, R, G, B, A)
end,
}
fxlib:newVisual{
name = "Hexed Purple",
desc = "It hexes",
onFrame = function()
if not dotshat then dotshat= {core.display.loadImage("/data/gfx/dot.png"):glTexture()} end
local R, G, B, A = 0.7, 0, 1, 0.4
dotshat[1]:toScreenPrecise(0, 0, game.w, game.h, 0, 1, 0, 1, R, G, B, A)
end,
}
fxlib:newVisual{
name = "Poisoned Green",
desc = "It poisons",
onFrame = function()
if not dotshat then dotshat= {core.display.loadImage("/data/gfx/dot.png"):glTexture()} end
local R, G, B, A = 0, 1, 0.1, 0.5
dotshat[1]:toScreenPrecise(0, 0, game.w, game.h, 0, 1, 0, 1, R, G, B, A)
end,
}
fxlib:newVisual{
name = "Sickly Yellow",
desc = "It sickens",
onFrame = function()
if not dotshat then dotshat= {core.display.loadImage("/data/gfx/dot.png"):glTexture()} end
local R, G, B, A = 1, 1, 0, 0.5
dotshat[1]:toScreenPrecise(0, 0, game.w, game.h, 0, 1, 0, 1, R, G, B, A)
end,
}
fxlib:newVisual{
name = "Burning Orange",
desc = "It burns",
onFrame = function()
if not dotshat then dotshat= {core.display.loadImage("/data/gfx/dot.png"):glTexture()} end
local R, G, B, A = 1, 0.45, 0, 0.5
dotshat[1]:toScreenPrecise(0, 0, game.w, game.h, 0, 1, 0, 1, R, G, B, A)
end,
}
fxlib:newVisual{
name = "Cursed Indigo",
desc = "It curses",
onFrame = function()
if not dotshat then dotshat= {core.display.loadImage("/data/gfx/dot.png"):glTexture()} end
local R, G, B, A = 0, 0, 0.1, 0.75
dotshat[1]:toScreenPrecise(0, 0, game.w, game.h, 0, 1, 0, 1, R, G, B, A)
end,
}
So, maybe there should be a non-coloured zone/circle around the player - it looks like adding this requires just one more line in the code, but being an (almost) complete ignoramus I can't figure it out myself (yet?)