Weapon Essence VFXs

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a poem for the firmament
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Weapon Essence VFXs

Post by a poem for the firmament »

The issue: Weapon essence VFX does not show right, or at all. Three examples:

1) Have a sword, and put d4 positive dmg dweomer on it from the rune, then add +4 entropy essence.
2) Have a sword, and put d4 positive dmg dweomer on it from the rune, then add +4 fire essence.
3) Have a sword, add +4 entropy essence on it, and use the rune for d4 positive.

What I expected to happen:
1) Entropy essence is visible.
2) Entropy essence is visible.
3) Entropy essence stays visible/primary, when Harbinger weapon curse is applied.

What actually happened:
1) Sword is plain, and displays no VFX at all.
2) Sword is plain, and displays no VFX at all.
3) Entropy essence is displayed when sword is drawn, but it is replaced by Cursed Razor purple vfx after the cast on live server. In PGCC, entropy essence was displayed as primary, and purple vfx was not.

Kalopsia
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Re: Weapon Essence VFXs

Post by Kalopsia »

With the recent update, new damage types work exactly the same as normal ones in terms of VFX. Previously I had a custom system in place that attempted to recreate the behaviour. This had the following side-effects:

  • Entropy essences with 1d6 or 4 damage always applied a VFX (rather than performing the conditional checks mentioned below)
  • Other class abilities that apply weapon VFX, unless specifically modified, didn't overwrite this VFX (because they believed there to already be a custom VFX applied to the weapon)

Base game damage types automatically determine whether a VFX must be applied, and, if so, apply it at engine level rather than as a deliberate item property. This happens based on item properties like enhancement bonuses, the magnitude of physical damage bonuses etc., so your observations depend heavily on the sword in question.

In short: Depending on the sword, this might well be working as intended.

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