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(i'd actually come here to suggest that very same idea myself even, lmao)
would it be able to do multi-target?
A "TSA" weapon for Astral (Tsukiyomi's Rifle) and Umbral (Tsukiyomi's Sigil) sides as a modifiable Starfarer Weapon (both with the Hero Weapons and Spatial Disk to be any damage type you need either weapon to be)
I didn't have my mind set on what I'd make next, so I can do Hardlock since you requested
Magic weapon Type
A Weapon that summons a Moon from up the sky or in front of the Player that Shoots diffrent curses like:
The Curse Of Time: Enemy takes damage overtime but also feels like time it self has stopped.
The Curse Of Gravity: Shoots the enemy or the Player High up upon Falling Spiky Traps will be at the Bottom waiting for your demise.
The Curse Of Midas: Turns the enemy golden slowing it down and also making it drop more Money but dont get hit or you getting turned into gold too
A strange ocarina. Legends say it can mess with time.
LMB: Fires a homing note with different effects based on the song chosen.
RMB (Tap): Uses a song with different effects.
RMB (Hold): Allows you to select a song using a UI similar to The Grand Design.
Song ideas:
[SONG OF TIME]
(LMB): Notes now turn projectiles that touch them into strength, empowering them and granting them faster speed.
(RMB): Returns you to your spawnpoint. No more magic mirror!
[SONG OF STORMS]
(LMB): Inflicts enemies with a status that prevents them from moving during its duration, but notes fired now adhere to gravity after a small amount of time.
(RMB): Creates heavy rains around you, and shocks all enemies in a certain radius. Maybe an upgrade makes distance play a part?
[SONG OF DOUBLE TIME]
(LMB): Projectiles fired are doubly fast. This DOES make it harder to make home in.
(RMB): If tapped, you move, jump, and fly faster for a few seconds. If held, acts as an Enchanted Sundial at night or Enchanted Moondial during the day.
[SONG OF SOARING]
(LMB): Pierces walls, loses homing.
(RMB): Unleashes a burst around you to blow foes away with knockback. Foes take damage based on their fall if they are flung into the air and land.
i'm currently just past empress of light and i love it, it's my new favorite modded weapon!
got a few bugs to report though;
one of its tips doesn't load (specifically, one mentioning duke fishron)
rarely missiles behave weird when hitting terrain, freezing in place or sliding against slopes despite having No Escape
VERY rarely a lock will transfer from a dead enemy to a critter if it appears at the same time (i.e. grubby)
Glad to hear you like it!
As for the bugs (Thanks for reporting them btw);
- There actually isn't a Duke-specific tip; I just accidentally left some code there so the mod's was trying to load a tooltip that didn't exist, which is why is spits out a localization key instead
- Sounds like what happens here is the rocket fails to run the burrowing code for No Escape. As you know, No Escape's effects don't apply when the missile isn't locked on to a target. I suspect this glitchy behavior may be the result of an edge case where the rocket collides with a tile and loses its target at the same time? I'm not sure what I should change to fix this, though, as the code looks perfectly fine, at least in theory.
- The critter lockon glitch is another edge case. The rockets remember their target by the index they have in the game's NPC array. What happens here is you kill an enemy, and on the same frame a critter spawns and takes the index of the now-dead enemy. Under normal conditions this 'solves' itself as critters don't count as chasable and thus the reticle should despawn. However, using No Escape II bypasses that check, so the reticle stays. I should be able to adjust the 'valid target' logic to make so the reticle despawns as soon as it ends up on a critter, regardless of No Escape.
other one first;
This weapon conjures a shroud of ashes around you to drain nearby enemies' health. Hold left-click to deal low but rapid damage to enemies within the aura, gathering up more ashes as you do. When enough of it accumulates, use the secondary ability to launch an ashen javelin towards the cursor.
"Ashes to ashes, dust to dust."
i'll wait for you to decide if we should really have two lock-on weapons before sending my other idea, but i'll at least say it's more of a spread-out (besides bosses) burst fire compared to Hardlock's sustained and (sometimes) focused fire and a.o.e
You're free to share it if you want
That said, you are right, I would be hesitant to add a second weapon with lock-on as its gimmick, as I'd prefer each weapons' playstyles to be unqiue from one another.
oh, yeah. oops :p
well, here's the first one;
A gun of ancient origin, wielded by riders of artificial dragons. Hold left-click and hover the cursor over enemies to target them, then release to fire homing lasers at each target. Right-click to fire energy bullets towards the cursor.
it's a Panzer Dragoon reference! :D
there were others before it, but that game is what really got me to like this style of weapon (helps that it's used by a dragon)