Jump to content

Modding Request: Give waxwell_journal spells a string key name


Recommended Posts

While this is easy enough to fix myself, I'd appreciate if the waxwell_journal spells had a string key, like willow's embers.
 

local SKILLTREE_SPELL_DEFS =
{
	["willow_embers"] = --this!
    {
        label = STRINGS.PYROMANCY.FIRE_THROW,
        onselect = function(inst)
            inst.components.spellbook:SetSpellName(STRINGS.PYROMANCY.FIRE_THROW)
            inst.components.aoetargeting:SetDeployRadius(0)
            inst.components.aoetargeting:SetShouldRepeatCastFn(ShouldRepeatFireThrow)
            inst.components.aoetargeting.reticule.reticuleprefab = "reticuleaoefiretarget_1"
            inst.components.aoetargeting.reticule.pingprefab = "reticuleaoefiretarget_1ping"

            inst.components.aoetargeting.reticule.mousetargetfn = nil
            inst.components.aoetargeting.reticule.targetfn = ReticuleFireThrowTargetFn 
            inst.components.aoetargeting.reticule.updatepositionfn = nil

            if TheWorld.ismastersim then
                inst.components.aoetargeting:SetTargetFX("reticuleaoefiretarget_1")
                inst.components.aoespell:SetSpellFn(FireThrowSpellFn)
                inst.components.spellbook:SetSpellFn(nil)
            end
        end,
        execute = StartAOETargeting,
		bank = "spell_icons_willow",
		build = "spell_icons_willow",
		anims =
		{
			idle = { anim = "fire_throw" },
			focus = { anim = "fire_throw_focus", loop = true },
			down = { anim = "fire_throw_pressed" },
		},
        widget_scale = ICON_SCALE,
    },
--[...]
}

Here's maxwell's for reference:
 

local SPELLS =
{
	{--:(
		label = STRINGS.SPELLS.SHADOW_WORKER,
		onselect = function(inst)
			inst.components.spellbook:SetSpellName(STRINGS.SPELLS.SHADOW_WORKER)
			inst.components.aoetargeting:SetDeployRadius(0)
			inst.components.aoetargeting:SetShouldRepeatCastFn(ShouldRepeatCastWorker)
			inst.components.aoetargeting.reticule.reticuleprefab = "reticuleaoe_1d2_12"
			inst.components.aoetargeting.reticule.pingprefab = "reticuleaoeping_1d2_12"
			if TheWorld.ismastersim then
				inst.components.aoetargeting:SetTargetFX("reticuleaoesummontarget_1d2")
				inst.components.aoespell:SetSpellFn(WorkerSpellFn)
				inst.components.spellbook:SetSpellFn(nil)
			end
		end,
		execute = StartAOETargeting,
		atlas = "images/spell_icons.xml",
		normal = "shadow_worker.tex",
		widget_scale = ICON_SCALE,
		hit_radius = ICON_RADIUS,
	},
--[...]
}

 

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

×
  • Create New...