Orblike 5 Arrow Abilities
Summary
Major session implementing 5 new arrow abilities for Orblike, plus solving the ground layer separation problem for proper visual layering of ground effects. Implemented piercing_arrow, arrow_barrage, rotating_turret (with charge system), tornado_shot, and explosive_arrow. Also added arrow sounds, wall_arrow visual system, and the ground_floor layer separation via shader alpha cutout.
Ground Layer Separation (Floor vs Wall):
- Problem: needed to draw ground effects (wall arrows, ice patches) above floor but below wall gradient/symbols/edge lines, all rendered on single
groundlayer with post-process shader - Tried and failed: stencil masking (blocky artifacts from 8x texture), transparent gradient texture (blocky alpha boundary), multiple layer splits without shader changes
- Solution found via subagent research: modify wall_gradient.frag shader to output
FragColor = vec4(0.0, 0.0, 0.0, 0.0)for floor pixels, making floor area transparent ongroundlayer - Added
ground_floorlayer betweenbgandground— draws floor polygon, visible through the transparent hole inground - Floor polygon drawn on BOTH layers:
ground_floor(visible) andground(mask for shader to detect floor pixels) - Wall gradient texture kept fully opaque — floor polygon still covers its blocky edges on
groundbefore shader processes it - Layer compositing uses
GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA— transparent floor ongroundcorrectly revealsground_floorbelow - This enables ground effects to draw on
ground_floorafter the floor polygon (viaan:actioncallback ordering)
Piercing Arrow:
- Tags:
projectile, physical, inherent infinite pierce, no max_range (dies on wall hit only) - On hit: damage + knockback + hit effects, projectile continues through
- Arrow sounds:
arrow_hit_wood+arrow_shooton fire,arrow_hit_wall_1/arrow_hit_wall_2on wall hit with distance-based volume decay - Wall arrow visual (SNKRX-style):
wall_arrowobject draws onground_floor, stays 0.8-2s, blinks 7 times then dies - Wall arrow pushed 2px outward (opposite projectile direction) so tail sticks into floor area
- Wall arrow uses edition draw shader per-object for correct edition coloring
- Added
fire_sounds(plural, random choice) andfire_sound_2(plays simultaneously) to projectile fire logic
Sound Pipeline:
- Converted multiple WAV files: ARROW_Hit_Body_stereo, ARROW_Hit_Wood_Shield_stereo, BOW_Release_Arrow_Large_mono, BOW_Release_Arrow_mono, Arrow Impact wood 1/3, RPG3_GenericArrow_Shoot01, PM_GENERIC_Slash03_P1_Cast, RPG3_FireMagic_Explosion01, RPG3_FireMagicArrow_Projectile02
- Full pipeline: WAV→OGG (libvorbis q10), bitcrushed variants (acrusher bits=10 samples=3), volume measurement (volumedetect), normalized volumes (baseline -24dB = 0.5)
- Wall hit sounds use distance-based decay:
vol_mult = math.max(1 - d/500, 0.15)
Arrow Barrage:
- Tags:
projectile, physical, fires 6 arrows in rapid succession (0.06s delay) - Each arrow has slight lateral offset (±8px perpendicular), minimal angle jitter (0), ±5% speed variation
- Refactored projectile fire code: extracted
fire_shots()function, barrage calls it N times withself.timer:afterdelays - Added
speed_multarg to projectile constructor for per-arrow speed variation - Projectile speed 250 (higher than default 190), cooldown 2s
Rotating Turret:
- Tags:
projectile, physical, construct, duration, charges— first construct and charge-based ability - Charge system: general system on orbs,
activation = 'charges', accumulates charges over time (charge_time = 4,max_charges = 3), each key press consumes one charge - Charge dots drawn below orb as 2px rectangles (filled = available, dark = spent)
- Secondary charge system (
sec_charges) for when charge ability is secondary on an orb (e.g., trigger_while_channelling) - Construct carrier: places turret at mouse position with max range 150, raycasts each final position to prevent placement inside walls
- Turret object: stationary, rotates at π rad/s, fires 4 arrows at 90° intervals every 2.5s, lasts 12s, blinks then dies
- Visual: two crossed rounded rectangles forming X/cross shape, with edition shader support
- Physics:
constructtag, static circle collider, enemies physically pushed away on contact (force 3) - Spawn effect: spring pop + flash + hit_circle + particles (like enemy spawn)
- Cast sound:
construct_cast(PM_GENERIC_Slash03_P1_Cast) - Modifier split:
projectile_modifiers affect turret shots only, general modifiers affect both turret placement AND shots - Duration modifiers scale turret lifetime, cast_on_expire fires on turret death AND arrow death
Tornado Shot:
- Tags:
projectile, area, duration, physical, wind— PoE-style projectile that splits into secondary nova - Primary: projectile with fast-spinning DoT zone following it (like ball_lightning), travels to mouse position OR max range (150), whichever is closer
target_mouse = trueon ability def, clamped bymax_rangein projectile constructor (skipped for secondaries)- On death: zone dies, 6 secondary projectiles spawn in nova pattern
- Secondaries: normal projectiles, same size as primary, higher speed (250), no max_range, no spin
- Tornado spin: always rightward (spin_dir = 1), 12π rad/s on projectile, zone uses same direction via
arc_signarg - Zone rotation: same speed/behavior as cyclone (3.75π base)
- Duration modifiers scale range via
duration_scales_range = true homing_zoneremapped tohoming,zone_speedremapped toprojectile_speedfor tornadogrowing_zone/shrinking_zone: usesgrowth_duration(estimated from travel distance/speed) instead of zone's 999s duration- Burst particles: 10 particles with rightward spin (5-8), velocity 60-240, duration 0.4-1.0s
- Sounds:
wind_proj_3for cast (withfire_volume = 0.45),windfield_castfor burst - Fixed returning_arc: skip
distance_traveled >= max_rangedeath whenreturning_arcmod is active - Fixed secondaries: skip max_range entirely for
is_secondaryprojectiles
Explosive Arrow:
- Tags:
projectile, area, duration, physical, fire— PoE-style fuse stacking with chain detonation - Global fuse system:
explosive_fusestable tracks fuses per target (enemy or wall position) - On hit: arrow sticks into enemy (no damage), adds fuse, resets fuse timer to 1.5s
- On wall hit: fuse at wall position (pushed 2px outward into floor area)
- Detonation: at timer expiry or max fuses (6), AoE damage = base + 1 per fuse count, radius = base + 2 per fuse
- Chain detonation: explosion hitting fused enemies sets their timer to min(current, 0.15s), cascading through packs
- Fuse visuals: arrows drawn on
ability_layer(enemy fuses) orground_floor(wall fuses), rotate with enemy - Visual offset: 7px from enemy center in opposite direction of arrow travel, stored relative to enemy rotation at stick time
- Draw timing: fuse update in
early_action, fuse draw inaction(after floor polygon to avoid being covered) - Sounds:
explosive_arrow_fire(RPG3_FireMagicArrow_Projectile02) for cast,explosive_arrow_explode(RPG3_FireMagic_Explosion01) for detonation with distance decay echo_delay = 0.15for fast area_echo on explosions- Color: orange
Trigger System Improvements:
fire_triggered_ability()helper: strips trigger mods (cast_on_expire,cast_on_apex,cast_on_tick) from child mods to prevent infinite recursion- Replaced all 3
cast_on_apexblocks andcast_on_expireblock with calls to this helper cast_on_expirenow fires the linked ability as a full ability (viaactivate) not just spawning an area — fireball fires a projectile toward mouse, not just its explosionactivateacceptschild_modsviaoverride_pos.child_modsto use pre-stripped modsreturn_targeton projectiles: turret arrows return to turret, not player; used for both linear return and arc return
Trigger While Channelling Fix:
- Changed from cooldown-based to tick-based: fires every 8 beam damage ticks
- Respects charge system: checks
sec_chargesfor charge-based secondary abilities before activating
Todo Additions:
- Alternative casting methods: spin cast (mouse rotation), waypoint walk, wall touch, stillness cast
- Lob/arc_launch modifier: makes any projectile fire upward and land at target location
Let's continue on Orblike. Go through the start of the Orblike Map Gen and Wall Visuals log and get the SNKRX + Path of Exile arrow abilities from there and list them all here.
Glob (/Map Gen)
No files found
Glob (/mapgenwall)
anchor.blot.im\logs\orblike-map-gen-wall-visuals.md
Read (E:\a327ex\anchor.blot.im\logs\orblike-map-gen-wall-visuals.md)
1 # Orblike Map Gen and Wall Visuals
2
3 ## Summary
4
5 Major session building the procedural map generation system and wall visual pipeline for Orblike. Added Box2D chain shape support to the engine, built two map generators, created a rich symbol system for wall decoration, implemented distance-field-based gradients, and started a post-process shader pipeline for per-pixel symbol colorization.
6
7 **Box2D Chain Shape Support (Engine):**
8 - Added `physics_add_chain()` to anchor.c — creates Box2D chain shapes for terrain boundaries
9 - Chain shapes are edge-based (no fill), designed for static bodies, no vertex limit, eliminate ghost collisions
10 - Each chain segment gets `ShapeUserData` for collision event processing (iterated after creation)
11 - Added `l_physics_add_chain` Lua binding, registered as `physics_add_chain`
12 - Added `'chain'` shape type to framework `collider.lua` with `collider:add_chain()` method
13 - Winding convention: CCW in screen coords (y-down) gives inward-facing chain normals, keeping player inside
14 - Floor polygon generated CW, reversed to CCW before chain creation
15
16 **Map Generation System:**
17 - Two generators: `generate_linear_map()` (straight edges) and `generate_organic_linear_map()` (undulating sine waves)
18 - Organic map uses layered sine waves (`map_gen_wave()`) for center path, corridor width, and fine detail
19 - Shared helpers: `map_gen_finalize()`, `map_gen_corner()`, `map_gen_jagged_h()`, `map_gen_jagged_v()`
20 - Section conventions documented: first section closed left, middle open both sides, last closed right
21 - Corner arcs use increasing angles for CW winding in screen coords (pi→3pi/2 for top-left, etc.)
22 - Comprehensive header comment block documents polygon conventions, section rules, and color system
23
24 **Wall Visual System — Symbols:**
25 - 30+ symbol types implemented as draw functions: x, triangle, circle, diamond, dash, dot2, dot3, tilde, caret, hash, dslash, bars, quaddot, asterisk, dtilde, zigzag, hito, yama (山), ki (木), tsuchi (土), chikara (力), siggar (~>), zapgar (!>), zapzap (!!), sigket (~^), siglus (~+), bartis (|=), barcol (|:), hepdot (-.), n_arc, barket (|<), rect
26 - Extensive iterative tuning of symbol sizes, spacing, proportions with user feedback
27 - Symbols positioned via Poisson disc sampling (Bridson's algorithm) with edge-distance filtering
28 - 5 distribution types: poisson, grid, hex, jittered_grid, brick
29 - Points stored with stride 4: x, y, rotation, distance_to_edge
30 - Random rotation per symbol (0 to pi/2)
... [170 more lines]
Read (E:\a327ex\anchor.blot.im\logs\orblike-map-gen-wall-visuals.md)
200 27→### earthquake
201 28→Tags: area, spell, earth
202 29→
203 30→### ball_lightning
204 ... [258 more lines]</code></pre>
205
206 </details>
207
208 <details>
209 <summary><code>Read (E:\a327ex\Orblike\orbs\ability_reference.md)</code></summary>
210
211 <pre><code>File content (32820 tokens) exceeds maximum allowed tokens (10000). Use offset and limit parameters to read specific portions of the file, or search for specific content instead of reading the whole file.</code></pre>
212
213 </details>
214
215 <details>
216 <summary><code>Grep (arrow)</code></summary>
217
218 <pre><code>9- fireball_hit = 0.45,
219 10- enemy_spawn = 0.59,
220 11- player_hit = 0.39,
221 12: caustic_arrow_fire = 0.5,
222 13: caustic_arrow_zone = 0.7,
223 14- dot_tick = 0.49,
224 15- shockwave = 0.5,
225 16- fissure_cast_1 = 0.5,
226 --
227 101--- fireball_hit (RPG3_FireMagicBall_LightImpact01): -16.1 dB -> 0.20
228 102--- enemy_spawn (Buff 13): -25.4 dB -> 0.59
229 103--- player_hit (Body Fall 2): -21.9 dB -> 0.39
... [270 more lines]
Read (E:\a327ex\anchor.blot.im\logs\orblike-map-gen-wall-visuals.md)
490 602- ['saboteur'] = function(lvl) return '[fg]calls [yellow]2[fg] saboteurs to seek targets and deal [yellow]' .. get_character_stat('saboteur', lvl, 'dmg') .. ' AoE[fg] damage' end,
491 603- ['bomber'] = function(lvl) return '[fg]plants a bomb, when it explodes it deals [yellow]' .. 2*get_character_stat('bomber', lvl, 'dmg') .. ' AoE[fg] damage' end,
492 604- ['stormweaver'] = function(lvl) return '[fg]infuses projectiles with chain lightning that deals [yellow]20%[fg] damage to [yellow]2[fg] enemies' end,
493 605- ['sage'] = function(lvl) return '[fg]shoots a slow projectile that draws enemies in' end,
494 606- ['squire'] = function(lvl) return '[yellow]+20%[fg] damage and defense to all allies' end,
495 607: ['cannoneer'] = function(lvl) return '[fg]shoots a projectile that deals [yellow]' .. 2*get_character_stat('cannoneer', lvl, 'dmg') .. ' AoE[fg] damage' end,
496 608: ['dual_gunner'] = function(lvl) return '[fg]shoots two parallel projectiles, each dealing [yellow]' .. get_character_stat('dual_gunner', lvl, 'dmg') .. '[fg] damage' end,
497 609: ['hunter'] = function(lvl) return '[fg]shoots an arrow that deals [yellow]' .. get_character_stat('hunter', lvl, 'dmg') .. '[fg] damage and has a [yellow]20%[fg] chance to summon a pet' end,
498 610: ['sentry'] = function(lvl) return '[fg]spawns a rotating turret that shoots [yellow]4[fg] projectiles, each dealing [yellow]' .. get_character_stat('sentry', lvl, 'dmg') .. '[fg] damage' end,
499 611- ['chronomancer'] = function(lvl) return '[yellow]+20%[fg] attack speed to all allies' end,
500 612- ['spellblade'] = function(lvl) return '[fg]throws knives that deal [yellow]' .. get_character_stat('spellblade', lvl, 'dmg') .. '[fg] damage, pierce and spiral outwards' end,
501 613- ['psykeeper'] = function(lvl) return '[fg]creates [yellow]3[fg] healing orbs every time the psykeeper takes [yellow]25%[fg] of its max HP in damage' end,
502 614- ['engineer'] = function(lvl) return '[fg]drops turrets that shoot bursts of projectiles, each dealing [yellow]' .. get_character_stat('engineer', lvl, 'dmg') .. '[fg] damage' end,
503 615- ['plague_doctor'] = function(lvl) return '[fg]creates an area that deals [yellow]' .. get_character_stat('plague_doctor', lvl, 'dmg') .. '[fg] damage per second' end,
504 616- ['barbarian'] = function(lvl) return '[fg]deals [yellow]' .. get_character_stat('barbarian', lvl, 'dmg') .. '[fg] AoE damage and stuns enemies hit for [yellow]4[fg] seconds' end,
505 617- ['juggernaut'] = function(lvl) return '[fg]deals [yellow]' .. get_character_stat('juggernaut', lvl, 'dmg') .. '[fg] AoE damage and pushes enemies away with a strong force' end,
506 618- ['lich'] = function(lvl) return '[fg]launches a slow projectile that jumps [yellow]7[fg] times, dealing [yellow]' .. 2*get_character_stat('lich', lvl, 'dmg') .. '[fg] damage per hit' end,
507 619- ['cryomancer'] = function(lvl) return '[fg]nearby enemies take [yellow]' .. get_character_stat('cryomancer', lvl, 'dmg') .. '[fg] damage per second' end,
508 620- ['pyromancer'] = function(lvl) return '[fg]nearby enemies take [yellow]' .. get_character_stat('pyromancer', lvl, 'dmg') .. '[fg] damage per second' end,
509 ... [72 more lines]</code></pre>
510
511 </details>
512
513 <details>
514 <summary><code>Grep (blunt_arrow|explosive_arrow|divine_machine_arrow|echo_barrage|homing_barrage|divine_barrage)</code></summary>
515
516 <pre><code>144- run_passive_pool = {
517 145- 'centipede', 'ouroboros_technique_r', 'ouroboros_technique_l', 'amplify', 'resonance', 'ballista', 'call_of_the_void', 'crucio', 'speed_3', 'damage_4', 'shoot_5', 'death_6', 'lasting_7',
518 146- 'defensive_stance', 'offensive_stance', 'kinetic_bomb', 'porcupine_technique', 'last_stand', 'seeping', 'deceleration', 'annihilation', 'malediction', 'hextouch', 'whispers_of_doom',
519 147: 'tremor', 'heavy_impact', 'fracture', 'meat_shield', 'hive', 'baneling_burst', 'blunt_arrow', 'explosive_arrow', 'divine_machine_arrow', 'chronomancy', 'awakening', 'divine_punishment',
... [370 more lines]
Read (E:\a327ex\anchor.blot.im\logs\orblike-map-gen-wall-visuals.md)
870
871 </details>
872
873 <details>
874 <summary><code>Grep (class player|player_object|function.*player|p1 =|player_init|local p1)</code></summary>
875
876 <pre><code>2499- end
877 2500- -- Find enemies near the path
878 2501- for _, e in ipairs(cached_enemies) do
879 2502- if not e.dead and not rg_hit_global[e] then
880 2503- for i = 1, #rg_path - 1 do
881 2504: local p1 = rg_path[i]
882 2505- local p2 = rg_path[i + 1]
883 2506- local seg_dx, seg_dy = p2.x - p1.x, p2.y - p1.y
884 2507- local seg_len = math.length(seg_dx, seg_dy)
885 2508- if seg_len > 0.01 then
886 2509- local seg_cos, seg_sin = seg_dx/seg_len, seg_dy/seg_len
887 --
888 2675- local enemies = {}
889 2676- if sp.path then
890 2677- for _, e in ipairs(cached_enemies) do
891 2678- if not e.dead then
892 2679- for i = 1, #sp.path - 1 do
893 2680: local p1 = sp.path[i]
894 2681- local p2 = sp.path[i + 1]
895 2682- local seg_dx, seg_dy = p2.x - p1.x, p2.y - p1.y
896 2683- local seg_len = math.length(seg_dx, seg_dy)
897 2684- if seg_len > 0.01 then
898 2685- local seg_cos, seg_sin = seg_dx/seg_len, seg_dy/seg_len
899 --
... [170 more lines]
Read (E:\a327ex\anchor.blot.im\logs\orblike-map-gen-wall-visuals.md)
1060 Now let me check how the game initializes its arena — is there a camera setup and what's the current play area.
1061
1062 <details>
1063 <summary><code>Grep (camera|an\.camera)</code></summary>
1064
1065 <pre><code>622- an:add(a)
1066 623- add_shockwave(x, y, true, base_radius/25)
1067 624: an.camera.shake:shake(4, 0.15)
1068 625- local snd = an.random:choice({'explosion_flesh_1', 'explosion_flesh_3', 'explosion_flesh_4'})
1069 626- sfx(snd, volumes[snd])
1070 --
1071 1145- elseif is_null then
1072 1146- fire_x, fire_y = self.x, self.y
1073 1147: r = math.angle_to_point(self.x, self.y, an.camera.mouse.x, an.camera.mouse.y)
1074 1148- else
1075 1149- fire_x, fire_y = p1.x, p1.y
1076 --
1077 1231- for w = 1, mods.area_echo - 1 do
1078 1232- local wave_delay = w*(wave_duration + 0.25)
1079 1233: self.timer:after(wave_delay, function() an.camera.shake:shake(6, 0.4) end)
1080 1234- for i, pos in ipairs(all_positions) do
1081 1235- local d = wave_delay + ((i - 1) % count)*area_delay
1082 --
1083 1238- end
1084 1239- end
1085 1240: an.camera.shake:shake(8, 0.4)
1086 1241- if not override_pos then
1087 1242- p1.spring:pull('shoot', 0.25)
1088 --
1089 1303- self.timer:after(def.aftershock_delay, function()
... [270 more lines]
Here are all the arrow abilities from the log:
SNKRX Arrow/Ranger Abilities
Characters (Ranger class)
| Unit | Description | Level 3 Bonus |
|---|---|---|
| Archer | Shoots a piercing arrow | Ricochets off walls 3 times |
| Hunter | Shoots arrow, 20% chance to summon a pet | Summons 3 pets, pets ricochet once |
| Cannoneer (Ranger/Nuker) | Projectile dealing 2x AoE on impact | Showers hit area with 7 additional cannon shots |
| Dual Gunner (Ranger/Rogue) | Two parallel projectiles | Every 5th attack → rapid succession for 2s |
| Sentry (Ranger/Builder) | Spawns rotating turret, shoots 4 projectiles | +50% turret attack speed, projectiles ricochet twice |
| Corruptor (Ranger/Swarmer) | Shoots arrow, spawns 3 critters on kill | Also spawns 2 critters on hit (not just kill) |
| Barrager (Ranger/Forcer) | Barrage of 3 arrows that push enemies | Every 3rd attack → 15 projectiles with stronger push |
Ranger Passives
| Passive | Effect |
|---|---|
| Blunt Arrow | 10/20/30% chance to knockback |
| Explosive Arrow | 10/20/30% chance to deal 10/20/30% AoE on hit |
| Divine Machine Arrow | 10/20/30% chance to become homing + pierce 1/2/3 times |
| Echo Barrage | 10/20/30% chance to create 1/2/3 secondary AoEs on AoE hit |
| Homing Barrage | 8/16/24% chance to release homing barrage on kill |
| Divine Barrage | 20/40/60% chance to release ricocheting barrage on healing orb pickup |
Path of Exile Arrow/Bow Skills
Physical / Generic
- Split Arrow — multiple arrows in a spread pattern
- Barrage — rapid sequence at single target, each arrow rolls its own hit
- Puncture — inflicts bleed, more damage while target moves
- Rain of Arrows — rain down over targeted area after delay
- Blast Rain — arrows land as small explosions in a pattern
- Ensnaring Arrow — tethers enemy, slows, makes them count as "moving" for bleed
- Frenzy — generates a frenzy charge on hit
Elemental
- Lightning Arrow — on hit, burst of lightning damages nearby enemies
- Ice Shot — cone of chilling ground behind target
- Burning Arrow — fire conversion, enhanced ignite
- Explosive Arrow — sticks into targets, stacks fuses, detonates for fire AoE
- Galvanic Arrow — cone of lightning behind first target hit
- Tornado Shot — reaches target point then splits into secondary projectiles in all directions
Chaos / DoT
- Caustic Arrow — caustic ground pool on impact, chaos DoT, pools overlap
- Toxic Rain — spore pods rain down, chaos DoT in overlapping areas, then explode
- Scourge Arrow — channeled charge-up, releases arrow that spawns thorn secondaries along its path
Utility / Summon
- Mirror Arrow — fires arrow to location, clone spawns there and fights
- Blink Arrow — teleports you to landing point, leaves clone behind
Ballista (Totem)
- Artillery Ballista — totem fires in high arc, rains arrows at distance
- Siege Ballista — totem fires piercing arrows
- Shrapnel Ballista — totem fires arrows that deal cone damage behind target
Let's implement:
- Piercing Arrow, single arrow that pierces infinitely
- Arrow Barrage, multiple arrows shot with a small delay between each
- Rotating Turret, a turret that shoots 4 arrows periodically from its 4 sides (exactly the same as SNKRX)
- Tornado Shot, same as Path of Exile, the secondary projectiles are smaller in size but behave the same as normal projectiles otherwise
- Explosive Arrow, same as Path of Exile
- X, an arrow that doesn't deal damage itself but pushes enemies away, shaped like a T, or maybe even with a U-like shape at the top so enemies can remain inside the basket as they're pushed
Let's go one by one, making sure that each ability applies to all modifiers correclty using the markdown file.
Let me read the key files to understand the current codebase patterns before we start.
Read (E:\a327ex\Orblike\main.lua)
1 require('anchor')({width = 480, height = 270, scale = 3})
2
3 gw, gh = an.width, an.height
4
5 volumes = {
6 enemy_die = 0.8,
7 enemy_hit = 0.8,
8 fireball_fire = 0.45,
9 fireball_hit = 0.45,
10 enemy_spawn = 0.59,
11 player_hit = 0.39,
12 caustic_arrow_fire = 0.5,
13 caustic_arrow_zone = 0.7,
14 dot_tick = 0.49,
15 shockwave = 0.5,
16 fissure_cast_1 = 0.5,
17 fissure_cast_2 = 0.55,
18 frost_nova_cast = 0.8,
19 windfield_cast = 0.6,
20 arc_cast = 0.55,
21 arc_hit = 0.4,
22 beam_cast = 0.42,
23 beam_drone = 0.37,
24 formation_activate = 0.5,
25 formation_activate2 = 0.9,
26 formation_deactivate = 0.55,
27 formation_activate3 = 0.5,
28 formation_activate4 = 0.53,
29 formation_deactivate2 = 0.66,
30 wind_whoosh_1 = 0.14,
... [30 more lines]
Read (E:\a327ex\Orblike\tags.md)
1 # Ability & Modifier Tags
2
3 For every ability and modifier, if a modifier affects an ability in any way, at least one of the modifier's tags must match one of the ability's tags. This allows mechanical cross-checking against interactions.md.
4
5 ---
6
7 ## Abilities
8
9 ### fireball
10 Tags: projectile, area, spell, fire
11
12 ### null_arrow
13 Tags: projectile, area, spell, duration, null
14
15 ### fissure
16 Tags: area, directed, spell, melee, earth
17
18 ### windfield
19 Tags: area, directed, spell, wind
20
21 ### arc
22 Tags: area, chain, spell, lightning
23
24 ### frost_nova
25 Tags: area, spell, ice
26
27 ### earthquake
28 Tags: area, spell, earth
29
30 ### ball_lightning
... [258 more lines]
Read (E:\a327ex\Orblike\interactions.md)
File content (25188 tokens) exceeds maximum allowed tokens (10000). Use offset and limit parameters to read specific portions of the file, or search for specific content instead of reading the whole file.
Let me read the existing ability patterns — null_arrow specifically since it's the most relevant arrow ability — and the interactions file.
Grep (null_arrow)
71:## null_arrow (projectile, area, spell, duration, null)
126:- **ability_copy** — All other orbs fire null_arrow too.
782:Picks a random ability from pool (fireball, null_arrow, fissure, frost_nova, windfield, arc, earthquake) and fires it. All modifiers are passed through to the chosen ability — see that ability's section. Note: each ability_echo re-invocation makes a NEW random choice.
Grep (^### null_arrow)
No matches found
Read (E:\a327ex\Orblike\interactions.md)
70
71 ## null_arrow (projectile, area, spell, duration, null)
72
73 Projectile that deals contact damage and spawns a persistent DoT zone on hit.
74
75 - **projectile_spread** — N projectiles in a fan.
76 - **projectile_parallel** — Duplicates each shot with lateral offset.
77 - **projectile_back** — Adds one projectile aimed backwards.
78 - **projectile_sides** — Adds two projectiles at 90-degree angles.
79 - **projectile_nova** — 8 evenly spaced projectiles.
80 - **area_spread** — No effect.
81 - **area_parallel** — No effect.
82 - **area_back** — No effect.
83 - **area_sides** — No effect.
84 - **area_nova** — No effect.
85 - **spread** — Equivalent to projectile_spread — N projectiles in a fan.
86 - **parallel** — Equivalent to projectile_parallel — duplicates each shot with lateral offset.
87 - **back** — Equivalent to projectile_back — adds one projectile aimed backwards.
88 - **sides** — Equivalent to projectile_sides — adds two projectiles at 90-degree angles.
89 - **nova** — Equivalent to projectile_nova — 8 evenly spaced projectiles.
90 - **pierce** — Projectile passes through N enemies.
91 - **chain** — After hitting, redirects to nearest unhit enemy. Chain count = modifier value.
92 - **homing** — After delay, projectile steers toward closest enemy.
93 - **homing_force+/-/--** — Adjusts homing convergence.
94 - **homing_force>+/>-** — Progressive homing strength change.
95 - **homing_delay+/++** — Delays homing activation.
96 - **projectile_speed (+/++/+++/-/--/---)** — Multiplies projectile speed.
97 - **near_return / mid_return / far_return** — Projectile travels to range then returns.
98 - **returning_arc** — Projectile curves in arc then returns.
99 - **chain+N** — Same modifier as chain — sets the projectile chain count.
... [30 more lines]
Read (E:\a327ex\Orblike\interactions.md)
129 - **cast_on_expire** — On projectile death, spawns area of named ability at death position.
130 - **multistrike** — No effect.
131 - **melee_splash** — No effect.
132
133 ---
134
135 ## fissure (area, directed, spell, melee, earth)
136
137 Melee wave: spawns sequential instant areas in a line from the caster toward mouse.
138
Now let me read the null_arrow ability definition in main.lua and the projectile class.
Grep (abilities = {|^abilities[)
652:abilities = {
Grep (null_arrow)
662: null_arrow = {
782: pool = {'fireball', 'null_arrow', 'fissure', 'frost_nova', 'windfield', 'arc', 'earthquake'},
922: 'fireball', 'null_arrow', 'fissure', 'windfield', 'arc', 'frost_nova',
7680: elseif self.ability == 'null_arrow' then
7686: an:add(area(self.x, self.y, {ability = 'null_arrow', color = self.color, mods = self.mods, cascade_r = self.r, edition = (self.source_orb and self.source_orb.edition) or ability_edition_override or 0}))
Read (E:\a327ex\Orblike\main.lua)
652 abilities = {
653 fireball = {
654 activation = 'manual',
655 tags = {'area', 'fire', 'projectile'},
656 cooldown = 0.5,
657 color = blue,
658 fire_sound = 'fireball_fire',
659 area_sound = 'fireball_hit',
660 area_radius = 25,
661 },
662 null_arrow = {
663 activation = 'manual',
664 tags = {'area', 'duration', 'null', 'projectile'},
665 cooldown = 0.5,
666 color = purple,
667 fire_sound = 'caustic_arrow_fire',
668 area_sound = 'fireball_hit',
669 area_radius = 33,
670 area_duration = 4,
671 area_tick_rate = 0.5,
672 },
673 fissure = {
674 activation = 'manual',
675 tags = {'area', 'earth', 'melee'},
676 cooldown = 0.8,
677 carrier = 'melee',
678 color = yellow,
679 cast_sounds = {'fissure_cast_1'},
680 hit_sound = 'fireball_hit',
681 area_radius = 14,
... [100 more lines]
Read (E:\a327ex\Orblike\main.lua)
782 pool = {'fireball', 'null_arrow', 'fissure', 'frost_nova', 'windfield', 'arc', 'earthquake'},
783 },
784 beam = {
785 activation = 'hold',
786 tags = {'channeling', 'beam'},
787 carrier = 'beam',
788 color = orange,
789 beam_length = 150,
790 beam_width = 2,
791 tick_rate = 0.15,
792 turn_rate = 2,
793 speed_mult = 0.4,
794 trigger_rate = 4,
795 },
796 deploy = {
797 activation = 'hold',
798 tags = {'area', 'channeling', 'formation', 'orb'},
799 formation = 'deploy',
800 speed_mult = 0.2,
801 turn_rate = 1,
802 color = fg_color,
803 deploy_radius = 64,
804 },
805 cyclone = {
806 activation = 'hold',
807 tags = {'channeling', 'melee', 'force'},
808 carrier = 'cyclone',
809 color = fg_color,
810 area_radius = 32,
811 area_duration = 9999,
... [130 more lines]
Now let me read the projectile class and how it fires, plus the fireball section in interactions.md for comparison.
Grep (^projectile = |^function projectile:|projectile = object)
7176:projectile = object:extend()
7177:function projectile:new(x, y, args)
7361:function projectile:update(dt)
7646:function projectile:die()
7672:function projectile:on_hit(e, hx, hy)
Read (E:\a327ex\Orblike\interactions.md)
0 # Ability–Modifier Interactions
1
2 How every modifier actually affects every ability in the current codebase.
3
4 ---
5
6 ## fireball (projectile, area, spell, fire)
7
8 Projectile that spawns an instant area on hit.
9
10 - **projectile_spread** — N projectiles in a fan.
11 - **projectile_parallel** — Duplicates each shot with lateral offset.
12 - **projectile_back** — Adds one projectile aimed backwards.
13 - **projectile_sides** — Adds two projectiles at 90-degree angles.
14 - **projectile_nova** — 8 evenly spaced projectiles. Overrides projectile_spread/projectile_back/projectile_sides.
15 - **area_spread** — No effect.
16 - **area_parallel** — No effect.
17 - **area_back** — No effect.
18 - **area_sides** — No effect.
19 - **area_nova** — No effect.
20 - **spread** — Equivalent to projectile_spread — N projectiles in a fan.
21 - **parallel** — Equivalent to projectile_parallel — duplicates each shot with lateral offset.
22 - **back** — Equivalent to projectile_back — adds one projectile aimed backwards.
23 - **sides** — Equivalent to projectile_sides — adds two projectiles at 90-degree angles.
24 - **nova** — Equivalent to projectile_nova — 8 evenly spaced projectiles.
25 - **pierce** — Projectile passes through N enemies without dying.
26 - **chain** — After hitting, redirects to nearest unhit enemy. Chain count = modifier value.
27 - **homing** — After delay, projectile steers toward closest enemy.
28 - **homing_force+/-/--** — Adjusts homing convergence strength.
29 - **homing_force>+/>-** — After 0.5s, homing strength increases or decreases over time.
... [40 more lines]
Read (E:\a327ex\Orblike\main.lua)
7176 projectile = object:extend()
7177 function projectile:new(x, y, args)
7178 object.new(self)
7179 self:tag('projectile')
7180 self.x, self.y = x, y
7181 self.r = args.r or 0
7182 self.ability = args.ability
7183 self.color = args.color
7184 self.mods = args.mods or {}
7185 self.source_orb = args.source_orb
7186 self.al = ability_layer
7187 local def = abilities[self.ability]
7188 self.w = (def and def.projectile_height) or 10
7189 self.h = (def and def.projectile_width) or 4
7190 self.base_w = self.w
7191 self.base_h = self.h
7192 self.base_speed = (def and def.projectile_speed) or 190
7193 self.speed = self.base_speed
7194 if self.mods['projectile_speed+'] then self.speed = self.speed*1.2 end
7195 if self.mods['projectile_speed++'] then self.speed = self.speed*1.5 end
7196 if self.mods['projectile_speed+++'] then self.speed = self.speed*2.0 end
7197 if self.mods['projectile_speed-'] then self.speed = self.speed*0.9 end
7198 if self.mods['projectile_speed--'] then self.speed = self.speed*0.75 end
7199 if self.mods['projectile_speed---'] then self.speed = self.speed*0.5 end
7200 self.arc_shape = def and def.projectile_shape == 'arc'
7201 if self.arc_shape then
7202 self.arc_spin = 0
7203 local base_spin_speed = math.pi*6/(def.max_range and def.max_range/self.base_speed or 1)
7204 self.arc_spin_speed = math.max(base_spin_speed, math.pi*6/(def.max_range and def.max_range/self.speed or 1))
7205 end
... [170 more lines]
Read (E:\a327ex\Orblike\main.lua)
7376 local d = math.distance(self.x, self.y, e.x, e.y)
7377 if d < closest_d then closest, closest_d = e, d end
7378 end
7379 end
7380 if closest then
7381 local target_r = math.angle_to_point(self.x, self.y, closest.x, closest.y)
7382 local t = closest_d > 200 and 1/(1 + (closest_d - 200)*(closest_d - 200)/200) or 1
7383 self.r = math.lerp_angle_dt(self.homing_convergence*t, self.homing_duration, dt, self.r, target_r)
7384 end
7385 end
7386
7387 -- Linear returning (time-based)
7388 if self.returning_range and not self.mods.returning_arc then
7389 self.returning_elapsed = self.returning_elapsed + dt
7390 local out_dur = self.returning_out_duration
7391 if not self.returning_phase then
7392 local t = self.returning_elapsed/out_dur
7393 if t >= 1 then
7394 self.returning_phase = true
7395 self.returning_back_elapsed = 0
7396 self.speed_mult = 0.05
7397 self.visual_spin = 0
7398 -- cast_on_apex: fire linked ability at turning point
7399 if self.mods.cast_on_apex then
7400 local apex_name = self.mods.cast_on_apex
7401 local apex_def = abilities[apex_name]
7402 if apex_def then
7403 local carrier = apex_def.carrier
7404 if carrier == 'self_area' or carrier == 'aimed_area' or carrier == 'melee' then
7405 an:add(area(self.x, self.y, {ability = apex_name, color = apex_def.color, mods = self.mods, edition = (self.source_orb and self.source_orb.edition) or ability_edition_override or 0}))
... [170 more lines]
Now let me read the die() and on_hit() methods, plus how activate fires projectiles.
Read (E:\a327ex\Orblike\main.lua)
7576 -- Closed crescent outline (dashed, head+tail always visible)
7577 -- Find last visible segment (where half_w > 0.5)
7578 local last_visible = 0
7579 for i = 0, segments - 1 do
7580 local frac = i/segments
7581 local hw = math.lerp(frac*frac, max_w, 0)*0.5
7582 if hw > 0.5 then last_visible = i end
7583 end
7584 local head_count = 2 -- always-drawn segments at head
7585 local tail_count = 2 -- always-drawn segments at tail
7586 local function is_dash(i)
7587 if i <= head_count - 1 then return true end
7588 if i >= last_visible - tail_count + 1 then return true end
7589 local frac = i/segments
7590 local seg_dist = frac*swoosh_len*arc_r
7591 return math.floor(seg_dist/dash_stride) % 2 == 0
7592 end
7593 -- Outer edge (head to tail)
7594 for i = 0, segments - 1 do
7595 local frac1 = i/segments
7596 local frac2 = (i + 1)/segments
7597 local a1 = spin - frac1*swoosh_len
7598 local a2 = spin - frac2*swoosh_len
7599 local half_w1 = math.lerp(frac1*frac1, max_w, 0)*0.5
7600 local half_w2 = math.lerp(frac2*frac2, max_w, 0)*0.5
7601 if (half_w1 > 0.5 or half_w2 > 0.5) and is_dash(i) then
7602 self.al:line((arc_r + half_w1)*math.cos(a1), (arc_r + half_w1)*math.sin(a1),
7603 (arc_r + half_w2)*math.cos(a2), (arc_r + half_w2)*math.sin(a2), 2, c)
7604 end
7605 end
... [170 more lines]
Now let me read the activate function to see how projectiles are spawned.
Grep (function orb:activate|function.*:activate)
1100:function orb:activate(override_ability, override_pos)
Read (E:\a327ex\Orblike\main.lua)
1100 function orb:activate(override_ability, override_pos)
1101 local ability_name = override_ability or self:primary_ability()
1102 if not ability_name then return end
1103 local def = abilities[ability_name]
1104 if not def then return end
1105 local orb_ed = self.edition or ability_edition_override or 0
1106
1107 local is_null = ability_has_tag(ability_name, 'null')
1108 if not is_null then
1109 local mods = p1:get_mods()
1110 for _, slot in ipairs(self.slots) do
1111 if slot.type == 'modifier' then mods[slot.name] = slot.value end
1112 end
1113 if mods.null_conversion then is_null = true; def = setmetatable({color = purple}, {__index = def}) end
1114 end
1115 local delay = is_null and 0 or self.activation_delay
1116
1117 if not override_pos then
1118 if is_null then
1119 self.flashing = true
1120 self.timer:after(0.1, 'flash', function() self.flashing = false end)
1121 self.spring:pull('main', 0.5)
1122 else
1123 an:add(slightly_jagged_line(self, p1, {anim_duration = delay, src_color = def.color, dst_color = def.color, edition = orb_ed}))
1124 self.flashing = true
1125 self.timer:after(0.1, 'flash', function() self.flashing = false end)
1126 local orb_to_player = math.angle_to_point(self.x, self.y, p1.x, p1.y)
1127 local pc = ability_particle_color(orb_ed, def.color)
1128 for i = 1, 3 do
1129 local hp = hit_particle(self.x, self.y, {
... [170 more lines]
Now let me read the projectile firing section — where it builds the angles and spawns projectiles.
Grep (build_projectile_angles|fire_projectile|else.-- Projectile|carrier.nil|default.*projectile)
No matches found
Grep (projectile(fire_x|an:add(projectile)
No matches found
Grep (projectile()
1736: last_proj = projectile(shot.x, shot.y, {ability = ability_name, color = def.color, r = shot.r, mods = mods, source_orb = self})
Read (E:\a327ex\Orblike\main.lua)
1680 local chosen = an.random:choice(pool)
1681 self:activate(chosen, override_pos)
1682 end
1683 else
1684 -- Build shot angles (projectile_ specific or general fallback)
1685 local angles = {}
1686 local p_nova = mods.projectile_nova or mods.nova
1687 local p_spread = mods.projectile_spread or mods.spread
1688 local p_back = mods.projectile_back or mods.back
1689 local p_sides = mods.projectile_sides or mods.sides
1690 if p_nova then
1691 for i = 0, 7 do
1692 table.insert(angles, r + i*math.pi/4)
1693 end
1694 else
1695 if p_spread and p_spread >= 2 then
1696 local n = p_spread
1697 local spread = math.pi/6 + (n - 2)*math.pi/12
1698 for i = 1, n do
1699 local t = (i - 1)/(n - 1)
1700 table.insert(angles, r + spread*(t - 0.5))
1701 end
1702 else
1703 table.insert(angles, r)
1704 end
1705 if p_back then table.insert(angles, r + math.pi) end
1706 if p_sides then
1707 table.insert(angles, r + math.pi/2)
1708 table.insert(angles, r - math.pi/2)
1709 end
... [90 more lines]
Good, I now have a thorough understanding of the patterns. Let me start with Piercing Arrow — the simplest one. Let me draft the design for your review.
Piercing Arrow
Concept: A single arrow that pierces infinitely through enemies. No area/zone on hit — just pure projectile damage to everything in its path. Dies when it hits a wall or reaches max range.
Ability definition:
lua
piercing_arrow = {
activation = 'manual',
tags = {'projectile', 'physical'},
cooldown = 0.6,
color = fg_color,
fire_sound = 'caustic_arrow_fire',
inherent_pierce = true,
max_range = 300,
},
on_hit behavior: Just damage + hit effects + knockback. No area spawn. Very similar to wind_slash's on_hit but without the arc particles.
elseif self.ability == 'piercing_arrow' then
e:take_damage(self.damage, 0.55)
apply_knockback_mod(self.mods, e, self.x, self.y)
an:add(hit_effect(hx, hy))
for i = 1, an.random:int(1, 2) do
an:add(hit_particle(hx, hy, {velocity = an.random:float(50, 150)}):change_color(0.5, proj_pc:clone()))
end
Tags: projectile, physical — This means the following modifiers apply:
| Modifier | Effect |
|---|---|
| projectile_spread/parallel/back/sides/nova | Standard multi-shot patterns |
| spread/parallel/back/sides/nova | Equivalent to projectile_ versions |
| pierce | Already inherent — stacks (adds more pierce on top of infinite, effectively no-op, but harmless) |
| chain | After max range, chains to nearest enemy instead of dying (but since it pierces everything along the way, chain would activate on final hit at range limit) |
| homing | Steers toward enemies |
| homing_force/delay | Adjusts homing |
| projectile_speed variants | Multiplies speed |
| near/mid/far_return | Travels to range then returns |
| returning_arc | Curves then returns |
| chain+N, chain_range, infinite_chain | Chain behavior |
| knockback | Already applied via apply_knockback_mod |
| ability_echo | Re-triggers fire |
| null_conversion | Fires from orb position |
| trigger_while_channelling | Can fire as secondary |
| ability_copy | All orbs fire it |
| cast_on_expire | Spawns area at death position |
| cast_on_apex | Fires at return turning point |
No effect: All area/duration/beam/melee/strike/formation/orb modifiers.
Does this design look right? A couple questions:
- Sound — I'm reusing
caustic_arrow_firefor the fire sound. Want a different one, or is this fine for now? - Visual — Standard rectangle projectile (like fireball/null_arrow), just the default
rounded_rectangledraw. Or do you want it visually distinct (longer/thinner, different shape)? - Max range 300 — This is longer than most projectiles since it's the "piercing" identity. The screen is 480 wide, so 300 covers a good chunk. Sound right?
cast_on_expire should not "spawn area at death position", it should do whatever other ability is linked there
You're right — cast_on_expire fires whatever ability is linked to it at the death position, not just "spawn area." So for piercing_arrow the description should be:
cast_on_expire — On projectile death, fires the linked ability at death position.
The rest of the design — does it look right to you? The three questions (sound, visual, max range)?
Yea, it's fine for now, I'll have to change the sound later but I'll do it after you implement. max range only applies when it comes to return modifier, right? Otherwise the projectile should just keep going
Right — no max_range on the definition, so it just keeps flying until it hits a wall. The return modifiers (near_return, mid_return, far_return, returning_arc) set their own returning_range independently in the projectile constructor, so those still work without max_range on the ability.
Here's the code. First the ability definition:
piercing_arrow = {
activation = 'manual',
tags = {'projectile', 'physical'},
cooldown = 0.6,
color = fg_color,
fire_sound = 'caustic_arrow_fire',
inherent_pierce = true,
},
And the on_hit:
elseif self.ability == 'piercing_arrow' then
e:take_damage(self.damage, 0.55)
apply_knockback_mod(self.mods, e, self.x, self.y)
an:add(hit_effect(hx, hy))
for i = 1, an.random:int(1, 2) do
an:add(hit_particle(hx, hy, {velocity = an.random:float(50, 150)}):change_color(0.5, proj_pc:clone()))
end
Plus adding it to ability_names. Does this look right before I write it?
Sure. You don't need to ask permission like this for next abilities.
Write (C:\Users\adn.claude\projects\E--a327ex\memory\feedback_no_permission_abilities.md)
File created successfully at: C:\Users\adn\.claude\projects\E--a327ex\memory\feedback_no_permission_abilities.md
Read (C:\Users\adn.claude\projects\E--a327ex\memory\MEMORY.md)
1 # Memory
2
3 ## Code Style - Emoji Ball Battles (Lua)
4
5 ### Operator spacing convention
6 - `*` and `/`: no spaces (e.g., `a*b`, `x/y`)
7 - `+` and `-`: spaces (e.g., `a + b`, `x - y`)
8
9 Example:
10 ```lua
11 result = a*b + c/d - e
12 velocity = speed*math.cos(angle) + offset
13 ```
14
15 ## Conversion History
16
17 - **Emoji Ball Battles**: Converted from YueScript to Lua (2026-02-24). Archived `.yue` files in `emoji-ball-battles/reference/yue/`. Framework files copied from `Anchor/framework/anchor/`.
18 - **Orblike**: Converted from YueScript to Lua (2026-02-25). Archived `.yue` files in `orblike/reference/yue/`. Framework files copied from `Anchor/framework/anchor/`.
19
20 ## Naming Conventions
21
22 - Always capitalize "Orblike" (capital O) — it's a proper name, not a directory path reference.
23
24 ## Critical Warnings
25 - [Collider divergence](feedback_collider_divergence.md) — Orblike's collider.lua has steering functions not in framework; never overwrite
26
27 ## Active TODOs
28 - [Shockwave sounds](project_shockwave_sounds.md) — needs proper sounds before session ends
29 - [Map visual system](project_map_visual_system.md) — shader pipeline working, needs chromatic effects and visual verification
30
... [3 more lines]
Edit (C:\Users\adn.claude\projects\E--a327ex\memory\MEMORY.md)
The file C:\Users\adn\.claude\projects\E--a327ex\memory\MEMORY.md has been updated successfully.
Now let me implement piercing_arrow.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now add the on_hit handler:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Piercing arrow is in. Now Arrow Barrage — multiple arrows shot with a small delay between each.
This needs a new carrier type since it's not a single projectile fire — it's a burst of arrows with staggered timing. Let me look at how this could work.
Read (E:\a327ex\Orblike\interactions.md)
0 # Ability–Modifier Interactions
1
2 How every modifier actually affects every ability in the current codebase.
3
4 ---
5
Read (E:\a327ex\Orblike\main.lua)
1630 for i = 0, 7 do table.insert(br_angles, aim_r + i*math.pi/4) end
1631 else
1632 if s_spread and s_spread >= 2 then
1633 local n = s_spread
1634 local fan = math.pi/6 + (n - 2)*math.pi/12
1635 for i = 1, n do
1636 local t = (i - 1)/(n - 1)
1637 table.insert(br_angles, aim_r + fan*(t - 0.5))
1638 end
1639 else
1640 table.insert(br_angles, aim_r)
1641 end
1642 if s_back then table.insert(br_angles, aim_r + math.pi) end
1643 if s_sides then
1644 table.insert(br_angles, aim_r + math.pi/2)
1645 table.insert(br_angles, aim_r - math.pi/2)
1646 end
1647 end
1648
1649 local s_parallel = mods.parallel or mods.area_parallel
1650 local par_n = s_parallel and s_parallel >= 2 and s_parallel or 1
1651
1652 for _, br_r in ipairs(br_angles) do
1653 for p_i = 1, par_n do
1654 local offset = 0
1655 if par_n >= 2 then
1656 offset = 30*(p_i - 1 - (par_n - 1)/2)
1657 end
1658 local perp_cos, perp_sin = math.cos(br_r + math.pi/2), math.sin(br_r + math.pi/2)
1659 local tx = fire_x + dist*math.cos(br_r) + offset*perp_cos
... [30 more lines]
Arrow barrage doesn't need a new carrier — it can use the default projectile path, but fire multiple times with self.timer:after delays. The simplest approach: the ability just fires the standard projectile code N times with small delays, each with a slight angle jitter. Each individual arrow behaves like a normal projectile (benefits from all projectile modifiers).
The on_hit is identical to piercing_arrow (damage + knockback + hit effects), but without inherent pierce.
Read (E:\a327ex\Orblike\main.lua)
1683 an.camera.shake:push(r, 3)
1684 p1.spring:pull('shoot', 0.25)
1685
1686 elseif def.carrier == 'random' then
1687 local pool = def.pool or {}
1688 if #pool > 0 then
1689 local chosen = an.random:choice(pool)
1690 self:activate(chosen, override_pos)
1691 end
1692 else
1693 -- Build shot angles (projectile_ specific or general fallback)
1694 local angles = {}
1695 local p_nova = mods.projectile_nova or mods.nova
1696 local p_spread = mods.projectile_spread or mods.spread
1697 local p_back = mods.projectile_back or mods.back
1698 local p_sides = mods.projectile_sides or mods.sides
1699 if p_nova then
1700 for i = 0, 7 do
1701 table.insert(angles, r + i*math.pi/4)
1702 end
1703 else
1704 if p_spread and p_spread >= 2 then
1705 local n = p_spread
1706 local spread = math.pi/6 + (n - 2)*math.pi/12
1707 for i = 1, n do
1708 local t = (i - 1)/(n - 1)
1709 table.insert(angles, r + spread*(t - 0.5))
1710 end
1711 else
1712 table.insert(angles, r)
... [90 more lines]
The best approach for arrow_barrage: it uses the default projectile path (no special carrier), but the ability definition has a barrage_count and barrage_delay. The fire logic fires the standard projectile code N times with delays, each with slight angle jitter. I'll add a barrage check in the default projectile firing block.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
[Request interrupted by user]
You don't need to ask permission but let me test each ability in between implementations. Give me an orb with piercing arrow.
Grep (add_orbs|add_ability)
1077:function orb:add_ability(ability_name)
4531:function add_orbs(n)
6348: o:add_ability(name)
6869:function player:add_ability(ability_name, bind)
10519:add_orbs(4)
10521:p1:add_ability('lance', {key = '1'})
10522:p1:add_ability('wall', {key = '2'})
10523:p1:add_ability('snake', {key = '3'})
10524:p1:add_ability('deploy', {key = '4'})
10526:orbs[1]:add_ability('beam')
10530:orbs[2]:add_ability('psylance')
10533:orbs[3]:add_ability('railgun')
10536:orbs[4]:add_ability('beam')
Read (E:\a327ex\Orblike\main.lua)
10519 add_orbs(4)
10520 -- Formations on player (hold, dedicated keys)
10521 p1:add_ability('lance', {key = '1'})
10522 p1:add_ability('wall', {key = '2'})
10523 p1:add_ability('snake', {key = '3'})
10524 p1:add_ability('deploy', {key = '4'})
10525 -- Performance stress test: homing paths + psylance magnetic_area
10526 orbs[1]:add_ability('beam')
10527 orbs[1]:add_modifier('homing', true)
10528 orbs[1]:add_modifier('spread', 5)
10529 orbs[1]:add_modifier('ability_echo', 3)
10530 orbs[2]:add_ability('psylance')
10531 orbs[2]:add_modifier('nova', true)
10532 orbs[2]:add_modifier('magnetic_area', true)
10533 orbs[3]:add_ability('railgun')
10534 orbs[3]:add_modifier('homing', true)
10535 orbs[3]:add_modifier('spread', 5)
10536 orbs[4]:add_ability('beam')
10537 orbs[4]:add_modifier('returning_arc', true)
10538 orbs[4]:add_modifier('spread', 3)
10539 orbs[4]:add_modifier('ability_echo', 2)
10540 orbs[1].edition = 2 -- ruby
10541 orbs[2].edition = 7 -- emerald
10542 orbs[3].edition = 9 -- sapphire
10543 orbs[4].edition = 12 -- polychrome
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Orb 1 now has piercing_arrow with no modifiers. Go ahead and test.
ARROW_Hit_Body/Wood as hit sounds for walls, and BOW_RELEASE_Arrow (both, but randomly chosen) for releasing the piercing arrow attack. Make sure to read the steps on how to convert sounds
Read (E:\a327ex\Orblike\main.lua)
80 -- Sounds
81 --
82 -- Adding new sounds:
83 -- 1. Convert WAV to OGG: ffmpeg -i "File Name.wav" -c:a libvorbis -q:a 10 "File Name.ogg"
84 -- 2. Create bitcrushed variant: ffmpeg -i "File Name.ogg" -af "acrusher=bits=10:samples=3:mix=1:mode=lin" -c:a libvorbis -q:a 10 "File Name_lightmed.ogg"
85 -- 3. Measure mean volume: ffmpeg -i "File Name.ogg" -af volumedetect -f null /dev/null 2>&1 | grep mean_volume
86 -- 4. Calculate normalized volume: volume = 0.5 * 10^((-24 - mean_dB) / 20), capped at 1.0
87 -- Baseline: -24 dB file plays at 0.5 volume. Quieter files get higher volume, louder files get lower.
88 -- 5. Add an:sound() for both normal and _lightmed versions
89 -- 6. Add entry to sound_files table below so variants are loaded automatically
90 -- 7. Use sfx('name', volumes.name) to play — sound_mode suffix is appended automatically
91 --
92 -- The game defaults to sound_mode = '_lightmed' (10-bit bitcrush + 3x sample rate reduction).
93 -- Each sound needs at minimum: "File Name.ogg" (normal) and "File Name_lightmed.ogg" (crushed).
94 --
95 -- Normalized volumes (baseline -24 dB, 0.5 base volume):
96 -- enemy_die_1 (Bloody punches 3): -29.5 dB -> 0.94
97 -- enemy_die_2 (Bloody punches 7): -25.6 dB -> 0.60
98 -- enemy_die_3 (Bloody punches 10): -28.6 dB -> 0.85
99 -- enemy_hit (Body Head (Headshot) 1): -28.6 dB -> 0.85
100 -- fireball_fire (RPG3_FireMagicBall_Projectile03): -21.4 dB -> 0.37
101 -- fireball_hit (RPG3_FireMagicBall_LightImpact01): -16.1 dB -> 0.20
102 -- enemy_spawn (Buff 13): -25.4 dB -> 0.59
103 -- player_hit (Body Fall 2): -21.9 dB -> 0.39
104 -- caustic_arrow_fire (RPG3_PlasmaMagicEpic3_P5_BeamProjectilesSingle01): -20.9 dB -> 0.35
105 -- caustic_arrow_zone (RPG3_MagicArrow_Impact01): -23.1 dB -> 0.45
106 -- dot_tick (Click sound 37 + Body Fall 18): -20.3 dB -> 0.33
107 -- explosion_flesh_1 (Explosion Flesh 1): -24.4 dB -> 0.52
108 -- explosion_flesh_3 (Explosion Flesh 3): -22.9 dB -> 0.44
109 -- explosion_flesh_4 (Explosion Flesh 4): -21.6 dB -> 0.38
Now let me find the source WAV files.
Bash (find /e/a327ex/Orblike/assets -iname "ARROW_Hit" -o -iname "BOW_RELEASE" 2>/...)
/e/a327ex/Orblike/assets/ARROW_Hit_Body_stereo.wav
/e/a327ex/Orblike/assets/ARROW_Hit_Wood_Shield_stereo.wav
/e/a327ex/Orblike/assets/BOW_Release_Arrow_Large_mono.wav
/e/a327ex/Orblike/assets/BOW_Release_Arrow_mono.wav
Good. Now step 1: convert WAV to OGG, step 2: create bitcrushed variants.
Bash (cd /e/a327ex/Orblike/assets && ffmpeg -i "ARROW_Hit_Body_stereo.wav" -c:a libvor...)
coding_history :
[out#0/ogg @ 00000254a2ea88c0] video:0KiB audio:25KiB subtitle:0KiB other streams:0KiB global headers:4KiB muxing overhead: 17.698255%
size= 30KiB time=00:00:00.46 bitrate= 526.4kbits/s speed=12.6x elapsed=0:00:00.03
coding_history :
[out#0/ogg @ 000001a0dce46cc0] video:0KiB audio:23KiB subtitle:0KiB other streams:0KiB global headers:4KiB muxing overhead: 19.262677%
size= 28KiB time=00:00:00.43 bitrate= 515.9kbits/s speed=23.4x elapsed=0:00:00.01
coding_history :
[out#0/ogg @ 000001683f416a00] video:0KiB audio:8KiB subtitle:0KiB other streams:0KiB global headers:4KiB muxing overhead: 54.234107%
size= 13KiB time=00:00:00.25 bitrate= 413.6kbits/s speed=17.7x elapsed=0:00:00.01
coding_history :
[out#0/ogg @ 0000024d5ea07380] video:0KiB audio:7KiB subtitle:0KiB other streams:0KiB global headers:4KiB muxing overhead: 64.403465%
size= 11KiB time=00:00:00.20 bitrate= 462.7kbits/s speed=16.4x elapsed=0:00:00.01
Bash (ffmpeg -i "ARROW_Hit_Body_stereo.ogg" -af "acrusher=bits=10:samples=3:mix=1:mode...)
[out#0/ogg @ 000001f4000d7680] video:0KiB audio:25KiB subtitle:0KiB other streams:0KiB global headers:4KiB muxing overhead: 17.405842%
size= 30KiB time=00:00:00.48 bitrate= 502.7kbits/s speed= 21x elapsed=0:00:00.02
[out#0/ogg @ 000002c19c177640] video:0KiB audio:23KiB subtitle:0KiB other streams:0KiB global headers:4KiB muxing overhead: 19.119199%
size= 28KiB time=00:00:00.43 bitrate= 516.5kbits/s speed=22.5x elapsed=0:00:00.01
[out#0/ogg @ 00000260816f7640] video:0KiB audio:9KiB subtitle:0KiB other streams:0KiB global headers:4KiB muxing overhead: 52.858783%
size= 13KiB time=00:00:00.25 bitrate= 418.8kbits/s speed=19.4x elapsed=0:00:00.01
[out#0/ogg @ 0000027b49a37680] video:0KiB audio:7KiB subtitle:0KiB other streams:0KiB global headers:4KiB muxing overhead: 63.618731%
size= 12KiB time=00:00:00.20 bitrate= 464.3kbits/s speed=15.2x elapsed=0:00:00.01
Step 3: measure mean volumes.
Bash (for f in "ARROW_Hit_Body_stereo.ogg" "ARROW_Hit_Wood_Shield_stereo.ogg" "BOW_Rel...)
=== ARROW_Hit_Body_stereo.ogg ===
[Parsed_volumedetect_0 @ 0000016e7ec56980] mean_volume: -23.5 dB
=== ARROW_Hit_Wood_Shield_stereo.ogg ===
[Parsed_volumedetect_0 @ 0000021310726980] mean_volume: -27.6 dB
=== BOW_Release_Arrow_Large_mono.ogg ===
[Parsed_volumedetect_0 @ 0000025486356980] mean_volume: -19.9 dB
=== BOW_Release_Arrow_mono.ogg ===
[Parsed_volumedetect_0 @ 000001bb86146980] mean_volume: -19.9 dB
Step 4: calculate normalized volumes. Formula: 0.5 * 10^((-24 - mean_dB) / 20), capped at 1.0.
- ARROW_Hit_Body_stereo: -23.5 dB →
0.5 * 10^((-24 - (-23.5)) / 20)=0.5 * 10^(-0.5/20)=0.5 * 0.944= 0.47 - ARROW_Hit_Wood_Shield_stereo: -27.6 dB →
0.5 * 10^(3.6/20)=0.5 * 1.514= 0.76 - BOW_Release_Arrow_Large_mono: -19.9 dB →
0.5 * 10^(-4.1/20)=0.5 * 0.624= 0.31 - BOW_Release_Arrow_mono: -19.9 dB → same = 0.31
Now let me add the sounds to main.lua. First, find where an:sound calls are and the sound_files table.
Grep (an:sound('caustic_arrow)
125:an:sound('caustic_arrow_fire', 'assets/RPG3_PlasmaMagicEpic3_P5_BeamProjectilesSingle01.ogg')
126:an:sound('caustic_arrow_zone', 'assets/RPG3_MagicArrow_Impact01.ogg')
Grep (sound_files)
89:-- 6. Add entry to sound_files table below so variants are loaded automatically
465:local sound_files = {
536:for _, s in ipairs(sound_files) do
Read (E:\a327ex\Orblike\main.lua)
120 an:sound('enemy_hit', 'assets/Body Head (Headshot) 1.ogg')
121 an:sound('fireball_fire', 'assets/RPG3_FireMagicBall_Projectile03.ogg')
122 an:sound('fireball_hit', 'assets/RPG3_FireMagicBall_LightImpact01.ogg')
123 an:sound('enemy_spawn', 'assets/Buff 13.ogg')
124 an:sound('player_hit', 'assets/Body Fall 2.ogg')
125 an:sound('caustic_arrow_fire', 'assets/RPG3_PlasmaMagicEpic3_P5_BeamProjectilesSingle01.ogg')
126 an:sound('caustic_arrow_zone', 'assets/RPG3_MagicArrow_Impact01.ogg')
127 an:sound('dot_tick', 'assets/Click sound 37 + Body Fall 18.ogg')
128 an:sound('fissure_cast_1', 'assets/Spell_Earth_02.ogg')
129 an:sound('fissure_cast_2', 'assets/Spell_Earth_04.ogg')
130 an:sound('frost_nova_cast', 'assets/RPG3_IceMagic_Cast02.ogg')
131 an:sound('windfield_cast', 'assets/RPG3_WindMagic_Cast04.ogg')
132 an:sound('arc_cast', 'assets/RPG3_ElectricMagic_LightningZap03.ogg')
133 an:sound('arc_hit_1', 'assets/RPG3_ElectricMagic_SparkImpact01.ogg')
134 an:sound('arc_hit_3', 'assets/RPG3_ElectricMagic_SparkImpact03.ogg')
135 an:sound('beam_cast', 'assets/RPG3_ElectricMagic_Cast02.ogg')
136 an:sound('beam_drone', 'assets/RPG3_PlasmaMagicEpic3_P5_BeamLayer_Loop.ogg')
137 an:sound('formation_activate', 'assets/RPG3_DarkMagic_Cast02v2.ogg')
138 an:sound('formation_activate2', 'assets/S6_Buff_3.ogg')
139 an:sound('formation_deactivate', 'assets/S6_Impact_1_v1.ogg')
Read (E:\a327ex\Orblike\main.lua)
140 an:sound('formation_activate3', 'assets/S6_Impact_1_v2.ogg')
141 an:sound('wind_whoosh_1', 'assets/Wind_Whoosh_01.ogg')
142 an:sound('hurricane_loop', 'assets/Neutral_Hurricane_Loop.ogg')
143 an:sound('hurricane_loop_lightmed', 'assets/Neutral_Hurricane_Loop_lightmed.ogg')
144 an:sound('hurricane_start', 'assets/RPG3_WindMagicEpic_Hurricane01v3_Short.ogg')
145 an:sound('hurricane_start_lightmed', 'assets/RPG3_WindMagicEpic_Hurricane01v3_Short_lightmed.ogg')
146 an:sound('windmagic_impact', 'assets/RPG3_WindMagic_Impact02.ogg')
147 an:sound('windmagic_impact_lightmed', 'assets/RPG3_WindMagic_Impact02_lightmed.ogg')
148 an:sound('windmagic_epic_impact', 'assets/RPG3_WindMagicEpic_Impact02.ogg')
149 an:sound('windmagic_epic_impact_lightmed', 'assets/RPG3_WindMagicEpic_Impact02_lightmed.ogg')
150 an:sound('wind_whoosh_2', 'assets/Wind_Whoosh_1.ogg')
151 an:sound('wind_whoosh_3', 'assets/Wind_Whoosh_2.ogg')
152 an:sound('wind_proj_1', 'assets/RPG3_WindMagic_Projectiles01.ogg')
153 an:sound('wind_proj_2', 'assets/RPG3_WindMagic_Projectiles02.ogg')
154 an:sound('wind_proj_3', 'assets/RPG3_WindMagic_Projectiles03.ogg')
155 an:sound('sword_slash_1', 'assets/Sword_Slash_1_v1.ogg')
156 an:sound('sword_slash_2', 'assets/Sword_Slash_1_v2.ogg')
157 an:sound('sword_slash_3', 'assets/Sword_Slash_1_v3.ogg')
158 an:sound('sword_slash_4', 'assets/Sword_Slash_1_v4.ogg')
159 an:sound('slash_hit', 'assets/PM_GENERIC_Slash02.ogg')
160 an:sound('slash_final', 'assets/PM_GENERIC_Slash04_P2.ogg')
161 an:sound('charging_loop', 'assets/RPG3_LightMagic_ChargingLoop.ogg')
162 an:sound('subtle_whoosh', 'assets/RPG3_Generic_SubtleWhoosh02.ogg')
163 an:sound('magic_punch_1', 'assets/Magic_Punch_01.ogg')
164 an:sound('magic_punch_3', 'assets/Magic_Punch_03.ogg')
165 an:sound('sword_swing_1', 'assets/light_sword_swing_2.ogg')
166 an:sound('sword_swing_2', 'assets/light_sword_swing_3.ogg')
167 an:sound('sword_swing_3', 'assets/light_sword_swing_14.ogg')
168 an:sound('sword_swing_4', 'assets/light_sword_swing_9.ogg')
169 an:sound('formation_activate4', 'assets/Buff 12.ogg')
... [10 more lines]
Read (E:\a327ex\Orblike\main.lua)
179 an:sound('wind_slash_hit', 'assets/RPG3_WindMagic_LightImpact01.ogg')
180 an:sound('rf_hit_1', 'assets/RPG3_FireMagic_LightImpact01.ogg')
181 an:sound('rf_hit_2', 'assets/RPG3_FireMagic_LightImpact02.ogg')
182 an:sound('rf_hit_3', 'assets/RPG3_FireMagic_LightImpact03_Crit.ogg')
183 an:sound('rf_loop', 'assets/RPG3_FireMagic_Drone01_FireTornado_Loop.ogg')
184 an:sound('rf_start', 'assets/RPG3_FireMagicFlameThrower_P1_Start.ogg')
185 an:sound('rf_end', 'assets/RPG3_FireMagicFlameThrower_P3_End02.ogg')
186
187 sound_mode = '_lightmed'
188
189 -- Recording volume overrides (sounds that need different volume in recordings vs game)
190 recording_volume_mult = {
191 slash_hit = 0.2,
192 }
193
194 -- Video recording state (declared early so sfx() can access)
195 local recording = false
196 local recording_name = nil
197 local recording_frame = 0
198 local recording_start_step = 0
Now let me find the sound_files table to add entries there too.
Read (E:\a327ex\Orblike\main.lua)
465 local sound_files = {
466 {'enemy_die_1', 'assets/Bloody punches 3'},
467 {'enemy_die_2', 'assets/Bloody punches 7'},
468 {'enemy_die_3', 'assets/Bloody punches 10'},
469 {'explosion_flesh_1', 'assets/Explosion Flesh 1'},
470 {'explosion_flesh_3', 'assets/Explosion Flesh 3'},
471 {'explosion_flesh_4', 'assets/Explosion Flesh 4'},
472 {'enemy_hit', 'assets/Body Head (Headshot) 1'},
473 {'fireball_fire', 'assets/RPG3_FireMagicBall_Projectile03'},
474 {'fireball_hit', 'assets/RPG3_FireMagicBall_LightImpact01'},
475 {'enemy_spawn', 'assets/Buff 13'},
476 {'player_hit', 'assets/Body Fall 2'},
477 {'caustic_arrow_fire', 'assets/RPG3_PlasmaMagicEpic3_P5_BeamProjectilesSingle01'},
478 {'caustic_arrow_zone', 'assets/RPG3_MagicArrow_Impact01'},
479 {'dot_tick', 'assets/Click sound 37 + Body Fall 18'},
480 {'shockwave', 'assets/RPG3_FireMagic_CuteBomb'},
481 {'fissure_cast_1', 'assets/Spell_Earth_02'},
482 {'fissure_cast_2', 'assets/Spell_Earth_04'},
483 {'frost_nova_cast', 'assets/RPG3_IceMagic_Cast02'},
484 {'windfield_cast', 'assets/RPG3_WindMagic_Cast04'},
485 {'arc_cast', 'assets/RPG3_ElectricMagic_LightningZap03'},
486 {'arc_hit_1', 'assets/RPG3_ElectricMagic_SparkImpact01'},
487 {'arc_hit_3', 'assets/RPG3_ElectricMagic_SparkImpact03'},
488 {'beam_cast', 'assets/RPG3_ElectricMagic_Cast02'},
489 {'beam_drone', 'assets/RPG3_PlasmaMagicEpic3_P5_BeamLayer_Loop'},
490 {'formation_activate', 'assets/RPG3_DarkMagic_Cast02v2'},
491 {'formation_activate2', 'assets/S6_Buff_3'},
492 {'formation_deactivate', 'assets/S6_Impact_1_v1'},
493 {'formation_activate3', 'assets/S6_Impact_1_v2'},
494 {'formation_activate4', 'assets/Buff 12'},
... [50 more lines]
Now I'll add all four sounds. Step 5: an:sound() calls, step 6: sound_files entries, plus volumes and update the ability definition.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Add volumes:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now add the volume comments:
Read (E:\a327ex\Orblike\main.lua)
108 -- caustic_arrow_fire (RPG3_PlasmaMagicEpic3_P5_BeamProjectilesSingle01): -20.9 dB -> 0.35
109 -- caustic_arrow_zone (RPG3_MagicArrow_Impact01): -23.1 dB -> 0.45
110 -- dot_tick (Click sound 37 + Body Fall 18): -20.3 dB -> 0.33
111 -- explosion_flesh_1 (Explosion Flesh 1): -24.4 dB -> 0.52
112 -- explosion_flesh_3 (Explosion Flesh 3): -22.9 dB -> 0.44
113 -- explosion_flesh_4 (Explosion Flesh 4): -21.6 dB -> 0.38
114 --
115 an:sound('explosion_flesh_1', 'assets/Explosion Flesh 1.ogg')
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now update the ability definition to use the bow release sounds, and add wall hit sounds. Update fire_sound to use random choice, and add arrow wall hit sounds.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now I need to update the fire logic to handle fire_sounds (plural, random choice) and the wall collision to play wall_hit_sounds. Let me check how fire_sound is currently used.
Read (E:\a327ex\Orblike\main.lua)
1757 local total_offset = spacing*(n - 1)
1758 for i = 1, n do
1759 local t = (i - 1)/(n - 1)
1760 local offset = total_offset*(t - 0.5)
1761 local px = angle + math.pi/2
1762 table.insert(shots, {x = sx + offset*math.cos(px), y = sy + offset*math.sin(px), r = angle})
1763 end
1764 else
1765 table.insert(shots, {x = sx, y = sy, r = angle})
1766 end
Read (E:\a327ex\Orblike\main.lua)
1775
1776 if def.fire_sound then
1777 sfx(def.fire_sound, volumes[def.fire_sound])
1778 end
1779
1780 an.camera.shake:push(r, 3)
1781 if is_null then
1782 self.spring:pull('main', 0.5)
1783 else
1784 p1.spring:pull('shoot', 0.25)
1785 p1.flashing = true
1786 p1.timer:after(0.15, 'flash', function() p1.flashing = false end)
1787 end
1788 for _, shot in ipairs(shots) do
1789 an:add(hit_circle(shot.x, shot.y, {radius = 7, duration = 0.2}))
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now add wall hit sounds to the projectile wall collision code. Let me find it again (line numbers shifted).
Grep (Wall collision via raycast)
7548: -- Wall collision via raycast (sensors don't physically collide)
Read (E:\a327ex\Orblike\main.lua)
7548 -- Wall collision via raycast (sensors don't physically collide)
7549 do
7550 local vx, vy = self.collider:get_velocity()
7551 local speed = math.length(vx, vy)
7552 if speed > 1 then
7553 local look_ahead = math.max(speed*dt*2, 4)
7554 local nx, ny = vx/speed, vy/speed
7555 local hit = an:raycast(self.x, self.y, self.x + nx*look_ahead, self.y + ny*look_ahead, {'wall'})
7556 if hit then
7557 local impact_force = speed/200
7558 -- Edge wave impulse
7559 wall_edge_wave_impulse(hit.point_x, hit.point_y, 6*math.min(impact_force, 2), 60)
7560 -- Hit effects
7561 an:add(hit_circle(hit.point_x, hit.point_y, {radius = 6, duration = 0.15}))
7562 for i = 1, 2 do
7563 an:add(hit_particle(hit.point_x, hit.point_y, {velocity = an.random:float(50, 100), duration = an.random:float(0.1, 0.3)}):change_color(0.5, ability_particle_color((self.source_orb and self.source_orb.edition) or ability_edition_override or 0, self.color):clone()))
7564 end
7565 self:die()
7566 return
7567 end
7568 end
7569 end
7570
7571 -- Draw
7572 local proj_ed = (self.source_orb and self.source_orb.edition) or ability_edition_override or 0
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Done. Sounds added:
- Fire: randomly picks
bow_release_1orbow_release_2on each shot - Wall hit: randomly picks
arrow_hit_bodyorarrow_hit_woodwhen the projectile hits a wall
Go ahead and test.
Let's try arrow hit wood on firing instead
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Done. arrow_hit_wood on fire, arrow_hit_body on wall hit. Test it.
20% higher volume on fire
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Done.
Look at SNKRX codebase and copy the sound from there for arrow wall hit, and also copy the code or at least the idea, there, proejctiles visually get stuck on walls for a while before disappearing
Grep (arrow_hit_wall|Arrow.Impact|arrow.wall)
E:\a327ex\Orblike\reference\SNKRX\devlog.md:506: * Archer [ranger]: shoots an arrow that pierces - Lv.3: Bounce Shot - the arrow ricochets on walls 3 times
E:\a327ex\Orblike\reference\SNKRX\devlog.md:644:| Archer | Bounce Shot | the arrow ricochets off walls 3 times |
E:\a327ex\Orblike\reference\SNKRX\devlog.md:826:| Archer | Bounce Shot | the arrow ricochets off walls 3 times |
E:\a327ex\Orblike\reference\SNKRX\main.lua:72: arrow_hit_wall1 = Sound('Arrow Impact wood 3.ogg', s)
E:\a327ex\Orblike\reference\SNKRX\main.lua:73: arrow_hit_wall2 = Sound('Arrow Impact wood 1.ogg', s)
E:\a327ex\Orblike\reference\SNKRX\main.lua:777: ['archer'] = function() return '[fg]the arrow ricochets off walls [yellow]3[fg] times' end,
E:\a327ex\Orblike\reference\SNKRX\main.lua:837: ['archer'] = function() return '[light_bg]the arrow ricochets off walls 3 times' end,
E:\a327ex\Orblike\reference\SNKRX\player.lua:2241: _G[random:table{'arrow_hit_wall1', 'arrow_hit_wall2'}]:play{pitch = random:float(0.9, 1.1), volume = 0.2}
Now let me find the WallArrow (stuck-on-wall visual) code:
Grep (WallArrow)
E:\a327ex\Orblike\reference\SNKRX\player.lua:2235: WallArrow{group = main.current.main, x = x, y = y, r = self.r, color = self.color}
E:\a327ex\Orblike\reference\SNKRX\objects.lua:146:WallArrow = Object:extend()
E:\a327ex\Orblike\reference\SNKRX\objects.lua:147:WallArrow:implement(GameObject)
E:\a327ex\Orblike\reference\SNKRX\objects.lua:148:function WallArrow:init(args)
E:\a327ex\Orblike\reference\SNKRX\objects.lua:159:function WallArrow:update(dt)
E:\a327ex\Orblike\reference\SNKRX\objects.lua:164:function WallArrow:draw()
Read (E:\a327ex\Orblike\reference\SNKRX\objects.lua)
146 WallArrow = Object:extend()
147 WallArrow:implement(GameObject)
148 function WallArrow:init(args)
149 self:init_game_object(args)
150 self.shape = Rectangle(self.x, self.y, 10, 4)
151 self.hfx:add('hit', 1)
152 self.hfx:use('hit', 0.25)
153 self.t:after({0.8, 2}, function()
154 self.t:every_immediate(0.05, function() self.hidden = not self.hidden end, 7, function() self.dead = true end)
155 end)
156 end
157
158
159 function WallArrow:update(dt)
160 self:update_game_object(dt)
161 end
162
163
164 function WallArrow:draw()
165 if self.hidden then return end
166 graphics.push(self.x, self.y, self.r, self.hfx.hit.x, self.hfx.hit.x)
167 graphics.rectangle(self.x, self.y, self.shape.w, self.shape.h, 2, 2, self.hfx.hit.f and fg[0] or self.color)
168 graphics.pop()
169 end
170
Now let me see the context where it's spawned (the projectile death on wall):
Read (E:\a327ex\Orblike\reference\SNKRX\player.lua)
2225 local r = 0
2226 if nx == 0 and ny == -1 then r = -math.pi/2
2227 elseif nx == 0 and ny == 1 then r = math.pi/2
2228 elseif nx == -1 and ny == 0 then r = math.pi
2229 else r = 0 end
2230
2231 if other:is(Wall) then
2232 if self.character == 'archer' or self.character == 'hunter' or self.character == 'barrage' or self.character == 'barrager' or self.character == 'sentry' then
2233 if self.ricochet <= 0 then
2234 self:die(x, y, r, 0)
2235 WallArrow{group = main.current.main, x = x, y = y, r = self.r, color = self.color}
2236 else
2237 local r = Unit.bounce(self, nx, ny)
2238 self.r = r
2239 self.ricochet = self.ricochet - 1
2240 end
2241 _G[random:table{'arrow_hit_wall1', 'arrow_hit_wall2'}]:play{pitch = random:float(0.9, 1.1), volume = 0.2}
2242 elseif self.character == 'scout' or self.character == 'outlaw' or self.character == 'blade' or self.character == 'spellblade' or self.character == 'jester' or self.character == 'beastmaster' or self.character == 'witch' or
2243 self.character == 'thief' then
2244 self:die(x, y, r, 0)
2245 knife_hit_wall1:play{pitch = random:float(0.9, 1.1), volume = 0.2}
2246 local r = Unit.bounce(self, nx, ny)
2247 self.parent.t:after(0.01, function()
2248 WallKnife{group = main.current.main, x = x, y = y, r = r, v = self.v*0.1, color = self.color}
2249 end)
Good. Now let me find the SNKRX sound files. They use "Arrow Impact wood 3.ogg" and "Arrow Impact wood 1.ogg".
Bash (find /e/a327ex -name "Arrow Impact*" 2>/dev/null)
/e/a327ex/Orblike/reference/SNKRX/assets/sounds/Arrow Impact wood 1.ogg
/e/a327ex/Orblike/reference/SNKRX/assets/sounds/Arrow Impact wood 3.ogg
/e/a327ex/SNKRX/assets/sounds/Arrow Impact wood 1.ogg
/e/a327ex/SNKRX/assets/sounds/Arrow Impact wood 3.ogg
Bash (cp "/e/a327ex/Orblike/reference/SNKRX/assets/sounds/Arrow Impact wood 1.ogg" "/e...)
(Bash completed with no output)
Create bitcrushed variants and measure volumes:
Bash (ffmpeg -i "Arrow Impact wood 1.ogg" -af "acrusher=bits=10:samples=3:mix=1:mode=l...)
[out#0/ogg @ 000002a2198a6980] video:0KiB audio:10KiB subtitle:0KiB other streams:0KiB global headers:4KiB muxing overhead: 40.209587%
size= 14KiB time=00:00:00.22 bitrate= 504.1kbits/s speed= 13x elapsed=0:00:00.01
[out#0/ogg @ 0000012675c26980] video:0KiB audio:13KiB subtitle:0KiB other streams:0KiB global headers:4KiB muxing overhead: 31.981531%
size= 17KiB time=00:00:00.28 bitrate= 487.7kbits/s speed=16.3x elapsed=0:00:00.01
Bash (for f in "Arrow Impact wood 1.ogg" "Arrow Impact wood 3.ogg"; do echo "=== $f ==...)
=== Arrow Impact wood 1.ogg ===
[Parsed_volumedetect_0 @ 0000014dd0d46980] mean_volume: -22.4 dB
=== Arrow Impact wood 3.ogg ===
[Parsed_volumedetect_0 @ 000001b193646980] mean_volume: -23.9 dB
[Request interrupted by user]
Use the .wav files I just added to the directory for those 3 sounds instead of the .ogg ones from the SNKRX folder
Bash (find /e/a327ex/Orblike/assets -name "Arrow" -o -name "BOW" | sort)
/e/a327ex/Orblike/assets/Arrow Impact wood 1.ogg
/e/a327ex/Orblike/assets/Arrow Impact wood 1.wav
/e/a327ex/Orblike/assets/Arrow Impact wood 1_lightmed.ogg
/e/a327ex/Orblike/assets/Arrow Impact wood 3.ogg
/e/a327ex/Orblike/assets/Arrow Impact wood 3.wav
/e/a327ex/Orblike/assets/Arrow Impact wood 3_lightmed.ogg
/e/a327ex/Orblike/assets/BOW_Release_Arrow_Large_mono.ogg
/e/a327ex/Orblike/assets/BOW_Release_Arrow_Large_mono.wav
/e/a327ex/Orblike/assets/BOW_Release_Arrow_Large_mono_lightmed.ogg
/e/a327ex/Orblike/assets/BOW_Release_Arrow_mono.ogg
/e/a327ex/Orblike/assets/BOW_Release_Arrow_mono.wav
/e/a327ex/Orblike/assets/BOW_Release_Arrow_mono_lightmed.ogg
Good, the .wav files are there. Let me redo the conversion from the .wav sources (delete the old ogg copies from SNKRX and reconvert from wav).
Bash (rm -f "Arrow Impact wood 1.ogg" "Arrow Impact wood 1_lightmed.ogg" "Arrow Impact...)
[out#0/ogg @ 000002a28af61180] video:0KiB audio:11KiB subtitle:0KiB other streams:0KiB global headers:4KiB muxing overhead: 37.875289%
size= 15KiB time=00:00:00.22 bitrate= 541.4kbits/s speed=15.6x elapsed=0:00:00.01
[out#0/ogg @ 0000026de0dd6a40] video:0KiB audio:14KiB subtitle:0KiB other streams:0KiB global headers:4KiB muxing overhead: 30.593117%
size= 18KiB time=00:00:00.28 bitrate= 519.0kbits/s speed=17.5x elapsed=0:00:00.01
[out#0/ogg @ 000001bdeefd6980] video:0KiB audio:10KiB subtitle:0KiB other streams:0KiB global headers:4KiB muxing overhead: 41.314053%
size= 14KiB time=00:00:00.22 bitrate= 507.9kbits/s speed=15.2x elapsed=0:00:00.01
[out#0/ogg @ 0000021720e86980] video:0KiB audio:13KiB subtitle:0KiB other streams:0KiB global headers:4KiB muxing overhead: 33.221790%
size= 17KiB time=00:00:00.28 bitrate= 486.8kbits/s speed=20.1x elapsed=0:00:00.01
Bash (for f in "Arrow Impact wood 1.ogg" "Arrow Impact wood 3.ogg"; do echo "=== $f ==...)
=== Arrow Impact wood 1.ogg ===
[Parsed_volumedetect_0 @ 0000017576ca6980] mean_volume: -22.4 dB
=== Arrow Impact wood 3.ogg ===
[Parsed_volumedetect_0 @ 000002d538366980] mean_volume: -23.8 dB
Volumes: Arrow Impact wood 1: -22.4 dB → 0.5 * 10^((-24-(-22.4))/20) = 0.5 * 0.832 = 0.42. Arrow Impact wood 3: -23.8 dB → 0.5 * 10^(0.2/20) = 0.5 * 0.977 = 0.49.
Now update the code — replace the old arrow_hit_body/arrow_hit_wood wall sounds with these:
Edit (E:\a327ex\Orblike\main.lua)
<tool_use_error>String to replace not found in file.
String: arrow_hit_body = 0.47,
arrow_hit_wood = 0.76,</tool_use_error>
Grep (arrow_hit)
61: arrow_hit_body = 0.47,
62: arrow_hit_wood = 0.91,
114:-- arrow_hit_body (ARROW_Hit_Body_stereo): -23.5 dB -> 0.47
115:-- arrow_hit_wood (ARROW_Hit_Wood_Shield_stereo): -27.6 dB -> 0.76
194:an:sound('arrow_hit_body', 'assets/ARROW_Hit_Body_stereo.ogg')
195:an:sound('arrow_hit_wood', 'assets/ARROW_Hit_Wood_Shield_stereo.ogg')
547: {'arrow_hit_body', 'assets/ARROW_Hit_Body_stereo'},
548: {'arrow_hit_wood', 'assets/ARROW_Hit_Wood_Shield_stereo'},
925: fire_sounds = {'arrow_hit_wood'},
926: wall_hit_sounds = {'arrow_hit_body'},
I see — arrow_hit_wood was already updated to 0.91 earlier. Let me replace all references: keep arrow_hit_wood for fire sound (that stays), replace arrow_hit_body wall hit with the new SNKRX sounds.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now let me add the stuck-on-wall visual. In SNKRX it's a WallArrow — a small rectangle at the impact point/angle that flashes white, stays for 0.8–2s, then blinks 7 times and disappears. I'll add a wall_arrow object and spawn it from the projectile wall collision.
Grep (^hit_circle = object|^hit_particle = object|^hit_effect)
8550:hit_circle = object:extend()
8577:hit_particle = object:extend()
8655:hit_effect = object:extend()
Read (E:\a327ex\Orblike\main.lua)
8550 hit_circle = object:extend()
8551 function hit_circle:new(x, y, args)
8552 object.new(self)
8553 self.x, self.y = x, y
8554 args = args or {}
8555 self.radius = args.radius or 8
8556 self.draw_color = args.color and args.color:clone() or fg_color:clone()
8557 self.duration = args.duration or 0.2
8558 self:add(timer())
8559 self.timer:tween(self.duration, self, {radius = 0}, math.cubic_in_out, function() self:kill() end)
8560 end
8561
8562 function hit_circle:change_color(fraction, target_color)
8563 self.timer:after(fraction*self.duration, function() self.draw_color = target_color:clone() end)
8564 return self
8565 end
8566
8567 function hit_circle:update(dt)
8568 local x = self.follow and (self.follow.x + (self.follow_ox or 0)) or self.x
8569 local y = self.follow and (self.follow.y + (self.follow_oy or 0)) or self.y
8570 effects:circle(x, y, self.radius, self.draw_color())
8571 end
8572
8573
8574 -- Effect: hit_particle (dark variant style)
8575 -- Rectangle that flies outward, shrinks to nothing. Starts white, optionally changes color.
8576 -- Velocity-proportional width, sine_in_out easing.
8577 hit_particle = object:extend()
8578 function hit_particle:new(x, y, args)
8579 object.new(self)
Good. I'll add wall_arrow right before the hit_circle class:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now spawn it from the projectile wall collision when the ability has wall_hit_sounds (i.e. arrow-type projectiles):
Grep (Wall hit sound)
7569: -- Wall hit sound
Read (E:\a327ex\Orblike\main.lua)
7565 an:add(hit_circle(hit.point_x, hit.point_y, {radius = 6, duration = 0.15}))
7566 for i = 1, 2 do
7567 an:add(hit_particle(hit.point_x, hit.point_y, {velocity = an.random:float(50, 100), duration = an.random:float(0.1, 0.3)}):change_color(0.5, ability_particle_color((self.source_orb and self.source_orb.edition) or ability_edition_override or 0, self.color):clone()))
7568 end
7569 -- Wall hit sound
7570 local wall_def = abilities[self.ability]
7571 if wall_def and wall_def.wall_hit_sounds then
7572 local snd = an.random:choice(wall_def.wall_hit_sounds)
7573 sfx(snd, volumes[snd])
7574 end
7575 self:die()
7576 return
7577 end
7578 end
7579 end
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Done. Wall hits now:
- Play randomly
arrow_hit_wall_1orarrow_hit_wall_2(SNKRX's "Arrow Impact wood" sounds, converted from your .wav files) - Spawn a
wall_arrowvisual that flashes white on spawn, stays 0.8–2s, then blinks 7 times and disappears
Test it.
Wall arrow should be drawn below walls and wall edge, sound for wall hit should decrease based on distance from player. Arrow fire sound should be 20% lolwer
Grep (below_game|ability_layer)
630: ability_layer:line(sx, sy, ex, ey, 2, trail_color())
2040: ability_layer:shader_set_float(draw_shader, 'u_edition', orb_ed)
2041: ability_layer:shader_set_float(draw_shader, 'u_time', an.time)
2345: ability_layer:line(
3150: ability_layer:line(
3584: ability_layer:line(sx + px*offset, sy + py*offset, ex + px*offset, ey + py*offset, 1, gc)
3585: ability_layer:line(sx - px*offset, sy - py*offset, ex - px*offset, ey - py*offset, 1, gc)
3599: ability_layer:line(sx, sy, ex, ey, center_width, c)
3600: ability_layer:circle(sx, sy, center_cap, c)
3601: ability_layer:circle(ex, ey, center_cap, c)
3621: ability_layer:circle(tip.x, tip.y, tip_radius, tip_color)
4527: ability_layer:line(sx, sy, ex, ey, 2, trail_color())
4538: ability_layer:circle(self.x, self.y, self.rs*s, c)
4542: ability_layer:shader_set_float(draw_shader, 'u_edition', 0)
4600:ability_layer = an:layer('ability_layer')
[Showing results with pagination = limit: 15]
Read (E:\a327ex\Orblike\main.lua)
4596 bg.camera = nil
4597 ground = an:layer('ground')
4598 ground_2 = an:layer('ground_2')
4599 game = an:layer('game')
4600 ability_layer = an:layer('ability_layer')
4601 enemy_layer = an:layer('enemy_layer')
4602 effects = an:layer('effects')
4603 ui = an:layer('ui')
4604
4605 -- Enemy texture mode (0 = none)
4606 enemy_texture_mode = 0
4607 enemy_texture_names = {'none', 'hue_yellow', 'hue_purple', 'hue_orange', 'hue_blueviolet', 'hue_wide'}
4608
4609 -- Enemy edition override (nil = random per enemy, number = all enemies use this)
4610 enemy_edition_override = nil
Now let me check the render order:
Grep (::render()|:draw())
6765: profiler:draw()
6828: bg:draw()
6829: ground:draw()
6830: ground_2:draw()
6831: enemy_layer:draw()
6832: ability_layer:draw()
6833: game:draw()
6834: effects:draw()
6835: ui:draw()
So the draw order is: bg → ground → ground_2 → enemy_layer → ability_layer → game → effects → ui. The wall_arrow should draw below walls, which I assume are on game layer. So below_game or ground_2 would work. Let me check where walls are drawn.
Grep (wall.draw|draw.wall|wall_edge|wall_gradient)
2654: wall_edge_wave_impulse(rg_wall_x, rg_wall_y, 4, 40)
4626:-- - Visually: bg layer fills with wall_bg_color, floor polygon draws on ground with floor_color
4662:-- wall_bg_color — wall background (darker), drawn on bg layer
4674:map_wall_gradient = nil -- {texture, x, y, w, h} pre-rendered distance field gradient
4956: wall_edge_wave_init()
4957: wall_edge_wave_init_springs()
5098: wall_edge_wave_init()
5100: wall_edge_wave_init_springs()
5112:wall_edge_style = 'full' -- 'dashed', 'full', or 'none'
5199: wall_edge_color_base = p.wall:clone()*(p.edge_mult or 0.6)
5219:wall_edge_wave = nil -- {disp={}, vel={}, normals_x={}, normals_y={}, n=0}
5221:function wall_edge_wave_init()
5222: if not map_floor then wall_edge_wave = nil; return end
5270: wall_edge_wave = {
5279:function wall_edge_wave_impulse(hit_x, hit_y, strength, radius)
[Showing results with pagination = limit: 15]
Grep (wall_edge_wave_init_springs|draw_wall|wall.*render)
4674:map_wall_gradient = nil -- {texture, x, y, w, h} pre-rendered distance field gradient
4957: wall_edge_wave_init_springs()
5100: wall_edge_wave_init_springs()
5297:function wall_edge_wave_init_springs()
6436: -- 1. Draw wall gradient texture (pre-rendered distance-based gradient)
Read (E:\a327ex\Orblike\main.lua)
6436 -- 1. Draw wall gradient texture (pre-rendered distance-based gradient)
6437 if map_wall_gradient then
6438 local g = map_wall_gradient
6439 ground:push(g.x + g.w/2, g.y + g.h/2, 0, g.scale, g.scale)
6440 ground:texture(g.texture, 0, 0)
6441 ground:pop()
6442 end
6443
6444 -- 2. Draw wall symbols in white (shader will colorize them per-pixel)
6445 if wall_points then
6446 local white = color(255, 254, 253)()
6447 local ws = wall_symbol_size
6448 local ww = wall_symbol_width
6449 local sym_name = wall_symbol_types[wall_symbol_index]
6450 local draw_fn = symbol_draw_fns[sym_name] or draw_symbol_x
6451 local view_x0 = cam_x - gw/2 - ws*2
6452 local view_y0 = cam_y - gh/2 - ws*2
6453 local view_x1 = cam_x + gw/2 + ws*2
6454 local view_y1 = cam_y + gh/2 + ws*2
6455
6456 for i = 0, #wall_points/4 - 1 do
6457 local px = wall_points[i*4 + 1]
6458 local py = wall_points[i*4 + 2]
6459 local pr = wall_points[i*4 + 3]
6460 if px >= view_x0 and px <= view_x1 and py >= view_y0 and py <= view_y1 then
6461 ground:push(px, py, pr)
6462 draw_fn(ws, ww, white)
6463 ground:pop()
6464 end
6465 end
... [20 more lines]
So walls (gradient + symbols) draw on ground, floor polygon on ground, edge lines also on ground. The wall_arrow should draw on ground_2 which is after ground but before enemy_layer. Actually wait — ground_2 is drawn after ground so it would be above the walls/edges, not below. Let me re-check the order: bg → ground → ground_2 → enemy_layer → ability_layer → game → effects → ui.
The wall_arrow needs to be below walls. Walls are on ground. So it needs to be on bg or a layer between bg and ground. Let me just draw it on bg:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now distance-based volume for wall hit sound. Let me check how sfx works:
Grep (^function sfx)
218:function sfx(name, vol, pitch)
242:function sfx_handle(name, vol, pitch)
263:function sfx_stop_handle(handle)
280:function sfx_set_looping(handle, looping)
298:function sfx_flush()
Read (E:\a327ex\Orblike\main.lua)
218 function sfx(name, vol, pitch)
219 profiler:on_sound()
220 pitch = pitch or an.random:float(0.95, 1.05)
221 if not sfx_queue[name] then
222 sfx_queue[name] = {count = 0}
223 end
224 local q = sfx_queue[name]
225 q.count = q.count + 1
226 if q.count <= 4 then
227 an:sound_play(name .. sound_mode, vol, pitch)
228 if recording then
229 recording_sound_log[#recording_sound_log + 1] = {
230 sound = name .. sound_mode,
231 base_name = name,
232 step = an.step,
233 volume = vol or 1,
234 pitch = pitch,
235 }
236 end
237 end
238 end
239
240 local sfx_handle_counter = 0
241 local sfx_handle_to_recording_id = {}
242 function sfx_handle(name, vol, pitch)
Now update the wall hit sound to attenuate by distance:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now lower the fire sound by 20%:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Done:
- Wall arrow draws on
bg(below walls/edges onground) - Wall hit sound attenuates by distance from player (full volume at 0, 10% minimum at 300+ pixels)
- Fire sound lowered 20% (0.91 → 0.73)
RPG3_GenericArrow_Shoot01 also plays as the fire sound
Bash (find /e/a327ex/Orblike/assets -iname "GenericArrow" 2>/dev/null)
/e/a327ex/Orblike/assets/RPG3_GenericArrow_Shoot01.wav
Bash (ffmpeg -i "RPG3_GenericArrow_Shoot01.wav" -c:a libvorbis -q:a 10 "RPG3_GenericAr...)
[out#0/ogg @ 000002126e017700] video:0KiB audio:45KiB subtitle:0KiB other streams:0KiB global headers:4KiB muxing overhead: 10.335189%
size= 50KiB time=00:00:00.85 bitrate= 476.7kbits/s speed=33.4x elapsed=0:00:00.02
[out#0/ogg @ 000002379a9f7f80] video:0KiB audio:52KiB subtitle:0KiB other streams:0KiB global headers:4KiB muxing overhead: 8.926070%
size= 57KiB time=00:00:00.85 bitrate= 546.1kbits/s speed=36.2x elapsed=0:00:00.02
[Parsed_volumedetect_0 @ 000001c6ea856980] mean_volume: -23.2 dB
-23.2 dB → 0.5 * 10^((-24-(-23.2))/20) = 0.5 * 10^(-0.8/20) = 0.5 * 0.912 = 0.46
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now for the wall arrow not showing — it's drawing on bg, but bg has bg.camera = nil (line 4596), so it won't follow the camera. Also bg gets filled with a full-screen rectangle every frame (line 8704 area), which would overdraw the wall arrow. Let me check:
Grep (bg:rectangle.gw.gh)
10803: bg:rectangle(0, 0, gw, gh, wall_bg_color_2())
Read (E:\a327ex\Orblike\main.lua)
10800
10801 -- Draw background + ground_2 fill for ground pattern shader
10802 an:action(function()
10803 bg:rectangle(0, 0, gw, gh, wall_bg_color_2())
10804 -- ground_2: floor polygon as mask for ground pattern shader (near-transparent)
10805 if map_floor then
10806 local mask_color = color(0, 0, 0, 15)() -- alpha 15/255, avoids anti-aliasing seams
10807 for _, tri in ipairs(map_floor.triangles) do
10808 local i, j, k = tri[1], tri[2], tri[3]
10809 local ix, iy = wall_edge_get_displaced(i)
That's the problem — bg is filled with a rectangle every frame, covering the wall arrow. And it has no camera. The wall arrow should draw on ground instead, which has the camera and is where walls are. The user said "below walls and wall edge" — looking at the render order within the ground layer, the wall gradient draws first, then symbols, then floor polygon, then edge lines. If I draw the wall arrow on ground it will be interleaved with all that.
Actually, the simplest fix: draw it on ground_2, which renders after ground (so above walls) but before enemies. Wait, the user said below walls and wall edge. That means it needs to be on ground but drawn before the wall gradient/symbols/edge. But objects update and draw in update, which runs at a different time than the explicit an:action draw calls.
Let me check when objects update vs when the action draws:
Grep (an:action(function|-- 1. Draw wall|-- 2. Draw wall|-- 3. Draw floor)
6433:an:action(function()
6440: -- 1. Draw wall gradient texture (pre-rendered distance-based gradient)
6448: -- 2. Draw wall symbols in white (shader will colorize them per-pixel)
6472: -- 3. Draw floor polygon on ground (wall shader colorizes it)
10707:an:action(function()
10802:an:action(function()
The wall/floor drawing happens in an:action at line 6433, which runs during the frame. Objects' update also draws to layers during the frame. The order depends on when objects were added vs when actions were registered.
The easiest solution: draw wall_arrow on bg but after the bg fill. Since an:action at line 10802 fills bg, and objects update after early_action but the order between action and object update matters... Actually, the issue is simpler: bg.camera = nil means the wall_arrow coordinates won't be camera-transformed, so it draws at the wrong position.
Let me just use ground — the wall arrow will visually be on the same layer as the wall content, which is fine. It'll appear among/under the symbols since those draw in the action callback:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Drawing on ground now — same layer as walls, has camera. The wall gradient/symbols/floor draw in an an:action callback, and the wall_arrow draws during its update, so it should appear embedded in the wall. Test it.
It now draws below wall edge but above wall itself. You can add a new layer if necessary...
Read (E:\a327ex\Orblike\main.lua)
4593 -- Camera
4594 an:add(camera(gw, gh))
4595 an.camera:add(shake())
4596 an.camera.shake.push_cap = 12
4597
4598 -- Layers
4599 bg = an:layer('bg')
4600 bg.camera = nil
4601 ground = an:layer('ground')
4602 ground_2 = an:layer('ground_2')
4603 game = an:layer('game')
4604 ability_layer = an:layer('ability_layer')
4605 enemy_layer = an:layer('enemy_layer')
4606 effects = an:layer('effects')
4607 ui = an:layer('ui')
Read (E:\a327ex\Orblike\main.lua)
6825 ground_2:render()
6826 enemy_layer:render()
6827 ability_layer:render()
6828 game:render()
6829 effects:render()
6830 ui:render()
6831
6832 bg:draw()
6833 ground:draw()
6834 ground_2:draw()
6835 enemy_layer:draw()
6836 ability_layer:draw()
6837 game:draw()
6838 effects:draw()
6839 ui:draw()
I'll add a below_ground layer between bg and ground:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now add it to render and draw:
Grep (ground:render())
6825: ground:render()
Read (E:\a327ex\Orblike\main.lua)
6822 end
6823
6824 bg:render()
6825 ground:render()
6826 ground_2:render()
6827 enemy_layer:render()
6828 ability_layer:render()
6829 game:render()
6830 effects:render()
6831 ui:render()
6832
6833 bg:draw()
6834 ground:draw()
6835 ground_2:draw()
6836 enemy_layer:draw()
6837 ability_layer:draw()
6838 game:draw()
6839 effects:draw()
6840 ui:draw()
6841 if recording then
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now draw wall_arrow on below_ground:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now I need to make sure below_ground has camera attached. Let me check how camera attachment works for layers:
Grep (lyr.camera|camera:attach)
11237: if lyr.camera then
11238: lyr.camera:attach(lyr, lyr.parallax_x, lyr.parallax_y)
11291: if lyr.camera then
11292: lyr.camera:detach(lyr)
The camera is auto-attached to all layers that have .camera set (which is the default — only bg explicitly sets bg.camera = nil). So below_ground should already have camera. Good.
Now fix the fire sound — arrow_shoot should always play alongside arrow_hit_wood, not be randomly picked between them:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now update the fire sound logic to play both:
Grep (if def.fire_sounds then)
1785: if def.fire_sounds then
Read (E:\a327ex\Orblike\main.lua)
1785 if def.fire_sounds then
1786 local snd = an.random:choice(def.fire_sounds)
1787 sfx(snd, volumes[snd])
1788 elseif def.fire_sound then
1789 sfx(def.fire_sound, volumes[def.fire_sound])
1790 end
1791
1792 an.camera.shake:push(r, 3)
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Done:
- New
below_groundlayer betweenbgandground— wall arrow draws there (below walls, wall edge, everything) arrow_shootnow plays simultaneously witharrow_hit_woodon fire, not randomly picked
Wall arrow still not showing properly.
The problem is that below_ground is entirely covered by the wall gradient and floor polygon on ground — the arrow is invisible because everything on ground draws on top of it. The arrow needs to be above the wall content but below enemies. ground_2 is the right spot.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Test it — ground_2 is above walls/edge but below enemies and abilities.
This is still above the walls and wall edges, and also the color of the wall arrow proejctile becomes white. Did you apply the necessary shaders to below_ground to show and color the visual properly? This really shouldn't be a hard problem to solve.............
You're right, I'm overcomplicating this. Let me look at how the shaders are set up on these layers.
Grep (ground.shader|shader.ground|wall_gradient.*frag|apply_shader|shader_set)
2045: ability_layer:shader_set_float(draw_shader, 'u_edition', orb_ed)
2046: ability_layer:shader_set_float(draw_shader, 'u_time', an.time)
4547: ability_layer:shader_set_float(draw_shader, 'u_edition', 0)
6474: -- 3. Draw floor polygon on ground (wall shader colorizes it)
6529: ground:shader_set_texture(s, 'u_dist_field', c.df_texture, 1)
6530: ground:shader_set_vec4(s, 'u_color_near', wall_bg_color.r/255, wall_bg_color.g/255, wall_bg_color.b/255, 1)
6531: ground:shader_set_vec4(s, 'u_color_far', wall_bg_color_2.r/255, wall_bg_color_2.g/255, wall_bg_color_2.b/255, 1)
6532: ground:shader_set_float(s, 'u_symbol_darken', wall_symbol_darken)
6533: ground:shader_set_float(s, 'u_symbol_mode', wall_symbol_mode)
6534: ground:shader_set_float(s, 'u_floor_mode', floor_mode)
6535: ground:shader_set_vec4(s, 'u_floor_color', floor_color.r/255, floor_color.g/255, floor_color.b/255, 1)
6536: ground:shader_set_float(s, 'u_time', an.time)
6537: ground:shader_set_int(s, 'u_ripple_count', #wall_ripples)
6541: ground:shader_set_vec2(s, 'u_ripple_origins[' .. idx .. ']', r.origin[1], r.origin[2])
6542: ground:shader_set_float(s, 'u_ripple_radii[' .. idx .. ']', r.radius)
6543: ground:shader_set_float(s, 'u_ripple_widths[' .. idx .. ']', r.width)
6544: ground:shader_set_vec4(s, 'u_ripple_colors[' .. idx .. ']', r.color.r/255, r.color.g/255, r.color.b/255, 1)
6546: ground:shader_set_float(s, 'u_ripple_strengths[' .. idx .. ']', strength)
6547: ground:shader_set_float(s, 'u_ripple_angles[' .. idx .. ']', r.angle or 0)
6548: ground:shader_set_float(s, 'u_ripple_forces[' .. idx .. ']', r.impact_force or 1)
6550: ground:shader_set_vec2(s, 'u_cam', cam_x, cam_y)
6551: ground:shader_set_vec2(s, 'u_screen', gw, gh)
6552: ground:shader_set_vec2(s, 'u_df_origin', c.bx0, c.by0)
6553: ground:shader_set_vec2(s, 'u_df_size', c.bx1 - c.bx0, c.by1 - c.by0)
6554: ground:apply_shader(s)
6561:an:shader('wall_gradient', 'assets/wall_gradient.frag')
6563:an:shader('ground_pattern', 'assets/ground_pattern.frag')
6780: layer:shader_set_vec2(an.shaders.shockwave, 'u_center', u, v)
6781: layer:shader_set_float(an.shaders.shockwave, 'u_radius', r_uv)
6782: layer:shader_set_float(an.shaders.shockwave, 'u_thickness', sw.thickness)
... [2 more lines]
Read (E:\a327ex\Orblike\main.lua)
6525 -- 4. Apply wall gradient shader (colorizes white symbols per-pixel)
6526 if wall_gradient_cache and wall_gradient_cache.df_texture then
6527 local c = wall_gradient_cache
6528 local s = an.shaders.wall_gradient
6529 ground:shader_set_texture(s, 'u_dist_field', c.df_texture, 1)
6530 ground:shader_set_vec4(s, 'u_color_near', wall_bg_color.r/255, wall_bg_color.g/255, wall_bg_color.b/255, 1)
6531 ground:shader_set_vec4(s, 'u_color_far', wall_bg_color_2.r/255, wall_bg_color_2.g/255, wall_bg_color_2.b/255, 1)
6532 ground:shader_set_float(s, 'u_symbol_darken', wall_symbol_darken)
6533 ground:shader_set_float(s, 'u_symbol_mode', wall_symbol_mode)
6534 ground:shader_set_float(s, 'u_floor_mode', floor_mode)
6535 ground:shader_set_vec4(s, 'u_floor_color', floor_color.r/255, floor_color.g/255, floor_color.b/255, 1)
6536 ground:shader_set_float(s, 'u_time', an.time)
6537 ground:shader_set_int(s, 'u_ripple_count', #wall_ripples)
6538 for ri = 1, #wall_ripples do
6539 local r = wall_ripples[ri]
6540 local idx = ri - 1 -- 0-based for GLSL array
6541 ground:shader_set_vec2(s, 'u_ripple_origins[' .. idx .. ']', r.origin[1], r.origin[2])
6542 ground:shader_set_float(s, 'u_ripple_radii[' .. idx .. ']', r.radius)
6543 ground:shader_set_float(s, 'u_ripple_widths[' .. idx .. ']', r.width)
6544 ground:shader_set_vec4(s, 'u_ripple_colors[' .. idx .. ']', r.color.r/255, r.color.g/255, r.color.b/255, 1)
6545 local strength = math.max(0, 1.0 - r.radius/r.max_range)
6546 ground:shader_set_float(s, 'u_ripple_strengths[' .. idx .. ']', strength)
6547 ground:shader_set_float(s, 'u_ripple_angles[' .. idx .. ']', r.angle or 0)
6548 ground:shader_set_float(s, 'u_ripple_forces[' .. idx .. ']', r.impact_force or 1)
6549 end
6550 ground:shader_set_vec2(s, 'u_cam', cam_x, cam_y)
6551 ground:shader_set_vec2(s, 'u_screen', gw, gh)
6552 ground:shader_set_vec2(s, 'u_df_origin', c.bx0, c.by0)
6553 ground:shader_set_vec2(s, 'u_df_size', c.bx1 - c.bx0, c.by1 - c.by0)
6554 ground:apply_shader(s)
... [10 more lines]
Now I understand. The ground layer has the wall_gradient shader applied to it which colorizes white pixels. The wall arrow drawn on any other layer won't get that shader treatment.
The simplest correct solution: draw wall arrows on ground layer, inside the an:action callback, right after the floor polygon (step 3) and before the wall edge lines. The floor polygon covers the floor area, so the arrow part that's on the floor is visible on top of the floor, and the part in the wall area is covered by the wall gradient. Then the shader processes everything together.
I need to collect wall_arrow draw data into a global list and render them in the action callback.
Read (E:\a327ex\Orblike\main.lua)
6468 draw_fn(ws, ww, white)
6469 ground:pop()
6470 end
6471 end
6472 end
6473
6474 -- 3. Draw floor polygon on ground (wall shader colorizes it)
6475 local fc = floor_color()
6476 for _, tri in ipairs(map_floor.triangles) do
6477 local i, j, k = tri[1], tri[2], tri[3]
6478 local ix, iy = wall_edge_get_displaced(i)
6479 local jx, jy = wall_edge_get_displaced(j)
6480 local kx, ky = wall_edge_get_displaced(k)
6481 ground:triangle(ix, iy, jx, jy, kx, ky, fc)
6482 end
6483
6484 -- 3. Draw wall edge lines along the floor polygon boundary
6485 local edge_style = wall_edge_style or 'dashed'
6486 if edge_style ~= 'none' then
6487 local edge_color = wall_edge_color_base()
6488 local dash_len = 5
6489 local gap_len = 10
6490 local edge_width = 2
6491 if wall_edge_wave then
6492 local w = wall_edge_wave
6493 local wn = w.n
6494 for i = 1, wn do
6495 local j = (i % wn) + 1
6496 local x1 = w.x[i] + w.normals_x[i]*w.disp[i]
6497 local y1 = w.y[i] + w.normals_y[i]*w.disp[i]
... [30 more lines]
Now I see the full picture. The shader at step 4 processes the entire ground layer — colorizing white pixels. So I need to draw the wall arrows on ground between step 3 (floor polygon) and step 3 (edge lines), and the shader will handle the coloring. The part of the arrow inside the wall gets colorized by the gradient, and the part on the floor gets the floor color treatment.
I'll use a global list that the wall_arrow objects populate, and the action callback draws from.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now insert the wall_arrow_draw_all() call in the an:action between the floor polygon and the edge lines:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Drawing wall arrows as white on ground — the wall_gradient shader will colorize the part inside the wall (matching the wall gradient), and the part on the floor stays floor-colored. Edge lines draw on top. Test it.
They're now below wall edge, above wall, and their color is a faded blue that isn't the original proejctile's color.
Let me check what the wall_gradient shader does to non-white pixels.
Read (E:\a327ex\Orblike\assets\wall_gradient.frag)
1 in vec2 TexCoord;
2 out vec4 FragColor;
3 uniform sampler2D u_texture;
4 uniform sampler2D u_dist_field;
5 uniform vec4 u_color_near;
6 uniform vec4 u_color_far;
7 uniform vec4 u_floor_color;
8 uniform float u_symbol_darken;
9 uniform vec2 u_cam;
10 uniform vec2 u_screen;
11 uniform vec2 u_df_origin;
12 uniform vec2 u_df_size;
13 uniform float u_time;
14 uniform float u_symbol_mode;
15 uniform float u_floor_mode;
16 // Multiple ripples (max 8)
17 uniform int u_ripple_count;
18 uniform vec2 u_ripple_origins[8];
19 uniform float u_ripple_radii[8];
20 uniform float u_ripple_strengths[8];
21 uniform float u_ripple_widths[8];
22 uniform vec4 u_ripple_colors[8];
23
24 vec3 rgb2hsv(vec3 c) {
25 vec4 K = vec4(0.0, -1.0/3.0, 2.0/3.0, -1.0);
26 vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
27 vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
28 float d = q.x - min(q.w, q.y);
29 float e = 1.0e-10;
30 return vec3(abs(q.z + (q.w - q.y) / (6.0*d + e)), d / (q.x + e), q.x);
... [252 more lines]
Now I understand the full picture. The shader classifies pixels as symbol (marker white 255,254,253), floor, or "other". I was drawing the arrow as marker white so it got colorized. But just changing the color won't solve the positioning — we need the arrow clipped to the floor area so the wall portion is hidden.
Let me check stencil support on layers.
Grep (stencil_mask|stencil_test|stencil_off)
7620: self.al:stencil_mask()
7633: self.al:stencil_test()
7638: self.al:stencil_off()
Grep (stencil)
208:layer:stencil_mask()
209:layer:stencil_test()
210:layer:stencil_test_inverse()
211:layer:stencil_off()
Good. I'll draw the wall arrows on ground, after floor polygon, using a stencil mask of the floor polygon so only the part sticking out into the floor is visible. The wall portion gets clipped.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now move the call to after the floor polygon and before edge lines (it's already there from earlier, just verify):
Grep (wall_arrow_draw_all)
6485: wall_arrow_draw_all()
8592: -- Drawing handled by wall_arrow_draw_all in the ground an:action
8595:function wall_arrow_draw_all()
Read (E:\a327ex\Orblike\main.lua)
6480 local kx, ky = wall_edge_get_displaced(k)
6481 ground:triangle(ix, iy, jx, jy, kx, ky, fc)
6482 end
6483
6484 -- 3b. Draw wall arrows (stuck in wall, partially covered by wall gradient)
6485 wall_arrow_draw_all()
6486
6487 -- 3c. Draw wall edge lines along the floor polygon boundary
6488 local edge_style = wall_edge_style or 'dashed'
6489 if edge_style ~= 'none' then
Good — it's placed after the floor polygon and before edge lines. The stencil clips the arrow to the floor area only, so:
- Wall portion: hidden (stencil rejects it)
- Floor portion: visible with the arrow's actual color
- Edge lines: draw on top afterward
The shader's "else" branch will pass through the arrow's color since it's not the symbol marker and not the floor color.
Test it.
Same issue. Below wall edge, above wall, color is still wrong, but now its white. Technically the way you should draw ground effects in the future should be the same as how you'd draw the arrow here. Has to be above the ground polygons, below the wall and wall edge polygons.
I understand now. The user wants: floor → ground effects/arrows → wall gradient → wall symbols → edge lines. Let me check how the gradient texture is built to see if it has transparency in the floor area.
Grep (wall_gradient_cache|gradient.texture|create_from_rgba|generate.gradient)
4680:map_wall_gradient = nil -- {texture, x, y, w, h} pre-rendered distance field gradient
5356:-- Wall gradient: distance field computed once, colored texture regenerated on palette change.
5359:wall_gradient_cache = nil -- cached {distances, tw, th, bx0, by0, bx1, by1, scale}
5363: if not map_floor then wall_gradient_cache = nil; map_wall_gradient = nil; return end
5444: wall_gradient_cache = {
5455: if not wall_gradient_cache then map_wall_gradient = nil; return end
5456: local c = wall_gradient_cache
6442: -- 1. Draw wall gradient texture (pre-rendered distance-based gradient)
6529: if wall_gradient_cache and wall_gradient_cache.df_texture then
6530: local c = wall_gradient_cache
Read (E:\a327ex\Orblike\main.lua)
5455 if not wall_gradient_cache then map_wall_gradient = nil; return end
5456 local c = wall_gradient_cache
5457 local c1 = wall_bg_color
5458 local c2 = wall_bg_color_2
5459 local pixels = {}
5460 for i = 1, #c.distances do
5461 local f = c.distances[i]
5462 local r = math.floor(c1.r + (c2.r - c1.r)*f)
5463 local g = math.floor(c1.g + (c2.g - c1.g)*f)
5464 local b = math.floor(c1.b + (c2.b - c1.b)*f)
5465 pixels[i] = string.char(r, g, b, 255)
5466 end
5467 local tex = texture_create(c.tw, c.th, table.concat(pixels))
5468 map_wall_gradient = {
5469 texture = tex,
5470 x = c.bx0, y = c.by0,
5471 w = c.bx1 - c.bx0, h = c.by1 - c.by0,
5472 scale = c.scale,
5473 }
5474 end
5475
5476
5477 -- Poisson disc sampling (Bridson's algorithm)
5478 function poisson_disc(x0, y0, x1, y1, r, rng, k)
5479 k = k or 30
5480 local cell = r/math.sqrt(2)
5481 local cols = math.ceil((x1 - x0)/cell)
5482 local rows = math.ceil((y1 - y0)/cell)
5483 local grid = {}
5484 for i = 1, rows*cols do grid[i] = -1 end
... [20 more lines]
The gradient texture has alpha=255 everywhere — it's fully opaque and covers the entire map bounding box including the floor area. So I can't just reorder to put gradient after floor — it would cover the floor.
But I can make the gradient texture transparent in the floor area. Let me check how distances are computed — floor area should have distance > some threshold.
Read (E:\a327ex\Orblike\main.lua)
5356 -- Wall gradient: distance field computed once, colored texture regenerated on palette change.
5357 -- The distance computation is slow (~1-2s); the color mapping is fast (~10ms).
5358 wall_gradient_fade_dist = 250
5359 wall_gradient_cache = nil -- cached {distances, tw, th, bx0, by0, bx1, by1, scale}
5360
5361 -- Compute distances (slow — only on map gen)
5362 function map_gen_wall_distances()
5363 if not map_floor then wall_gradient_cache = nil; map_wall_gradient = nil; return end
5364 local fv = map_floor.vertices
5365
5366 local min_x, min_y = math.huge, math.huge
5367 local max_x, max_y = -math.huge, -math.huge
5368 for i = 0, #fv/2 - 1 do
5369 local x, y = fv[i*2 + 1], fv[i*2 + 2]
5370 if x < min_x then min_x = x end
5371 if x > max_x then max_x = x end
5372 if y < min_y then min_y = y end
5373 if y > max_y then max_y = y end
5374 end
5375 local margin = math.max(gw/2, gh/2) + 20
5376 local bx0 = min_x - margin
5377 local by0 = min_y - margin
5378 local bx1 = max_x + margin
5379 local by1 = max_y + margin
5380
5381 local scale = 8
5382 local tw = math.ceil((bx1 - bx0)/scale)
5383 local th = math.ceil((by1 - by0)/scale)
5384
5385 local n = #fv/2
... [70 more lines]
Let me understand how the engine's stencil operations work.
Grep (stencil_mask|stencil_test|STENCIL)
352: COMMAND_STENCIL_MASK, // Start writing to stencil buffer (don't draw to color)
353: COMMAND_STENCIL_TEST, // Start testing against stencil (only draw where stencil is set)
354: COMMAND_STENCIL_TEST_INVERSE, // Start testing against stencil (only draw where stencil is NOT set)
355: COMMAND_STENCIL_OFF, // Disable stencil, return to normal drawing
1715: glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, height);
1716: glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, layer->stencil_rbo);
2007:static void layer_stencil_mask(Layer* layer) {
2010: cmd->type = COMMAND_STENCIL_MASK;
2014:static void layer_stencil_test(Layer* layer) {
2017: cmd->type = COMMAND_STENCIL_TEST;
2021:static void layer_stencil_test_inverse(Layer* layer) {
2024: cmd->type = COMMAND_STENCIL_TEST_INVERSE;
2031: cmd->type = COMMAND_STENCIL_OFF;
4503: case COMMAND_STENCIL_MASK:
4507: glEnable(GL_STENCIL_TEST);
4512: case COMMAND_STENCIL_TEST:
4520: case COMMAND_STENCIL_TEST_INVERSE:
4523: // Only draw where stencil != 1 (inverse of stencil_test)
4528: case COMMAND_STENCIL_OFF:
4532: glDisable(GL_STENCIL_TEST);
5256:static int l_layer_stencil_mask(lua_State* L) {
5258: layer_stencil_mask(layer);
5262:static int l_layer_stencil_test(lua_State* L) {
5264: layer_stencil_test(layer);
5268:static int l_layer_stencil_test_inverse(lua_State* L) {
5270: layer_stencil_test_inverse(layer);
5490: glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
5493: glDisable(GL_STENCIL_TEST);
5500: glDisable(GL_STENCIL_TEST);
8812: lua_register(L, "layer_stencil_mask", l_layer_stencil_mask);
... [2 more lines]
Read (E:\a327ex\Anchor\engine\src\anchor.c)
4503 case COMMAND_STENCIL_MASK:
4504 // Flush pending draws before changing stencil state
4505 batch_flush();
4506 // Enable stencil, write 1 to stencil buffer, don't draw to color
4507 glEnable(GL_STENCIL_TEST);
4508 glStencilFunc(GL_ALWAYS, 1, 0xFF);
4509 glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
4510 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
4511 break;
4512 case COMMAND_STENCIL_TEST:
4513 // Flush pending draws before changing stencil state
4514 batch_flush();
4515 // Only draw where stencil == 1
4516 glStencilFunc(GL_EQUAL, 1, 0xFF);
4517 glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
4518 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
4519 break;
4520 case COMMAND_STENCIL_TEST_INVERSE:
4521 // Flush pending draws before changing stencil state
4522 batch_flush();
4523 // Only draw where stencil != 1 (inverse of stencil_test)
4524 glStencilFunc(GL_NOTEQUAL, 1, 0xFF);
4525 glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
4526 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
4527 break;
4528 case COMMAND_STENCIL_OFF:
4529 // Flush pending draws before changing stencil state
4530 batch_flush();
4531 // Disable stencil, return to normal drawing
4532 glDisable(GL_STENCIL_TEST);
... [5 more lines]
stencil_mask disables color writes (glColorMask(GL_FALSE, ...)). So the stencil mask does NOT corrupt the color buffer. The stencil approach should have worked. Let me look at what I actually had wrong.
The issue might be that the stencil buffer isn't being cleared between uses on the same layer. Let me check — line 5490 shows glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT) which clears stencil at the start of each frame.
So the stencil approach should work. But I also need the correct draw order. Currently wall arrows draw AFTER the floor polygon, which means they're above the wall gradient (drawn at step 1). I need to restructure so the gradient draws AFTER the arrows.
Here's the plan:
- Floor polygon
- Stencil mask = floor polygon
- Stencil test → draw wall arrows (only in floor area)
- Stencil off
- Wall gradient (draws on top, covering arrows in wall area — but arrows were already clipped to floor by stencil, so this is fine)
- Wall symbols
- Wall edge lines
- Apply shader
Wait, but if the gradient draws AFTER arrows, it covers the arrows in the floor area too since it's opaque everywhere. Unless I use stencil_test_inverse to draw the gradient only in the WALL area.
Revised plan:
- Floor polygon
- Stencil mask = floor polygon
- Stencil test → draw wall arrows (only in floor area)
- Stencil test inverse → draw wall gradient + wall symbols (only in wall area)
- Stencil off
- Wall edge lines
- Apply shader
Read (E:\a327ex\Orblike\main.lua)
6438 local v = map_floor.vertices
6439
6440 local cam_x, cam_y = an.camera.x, an.camera.y
6441
6442 -- 1. Draw wall gradient texture (pre-rendered distance-based gradient)
6443 if map_wall_gradient then
6444 local g = map_wall_gradient
6445 ground:push(g.x + g.w/2, g.y + g.h/2, 0, g.scale, g.scale)
6446 ground:texture(g.texture, 0, 0)
6447 ground:pop()
6448 end
6449
6450 -- 2. Draw wall symbols in white (shader will colorize them per-pixel)
6451 if wall_points then
6452 local white = color(255, 254, 253)()
6453 local ws = wall_symbol_size
6454 local ww = wall_symbol_width
6455 local sym_name = wall_symbol_types[wall_symbol_index]
6456 local draw_fn = symbol_draw_fns[sym_name] or draw_symbol_x
6457 local view_x0 = cam_x - gw/2 - ws*2
6458 local view_y0 = cam_y - gh/2 - ws*2
6459 local view_x1 = cam_x + gw/2 + ws*2
6460 local view_y1 = cam_y + gh/2 + ws*2
6461
6462 for i = 0, #wall_points/4 - 1 do
6463 local px = wall_points[i*4 + 1]
6464 local py = wall_points[i*4 + 2]
6465 local pr = wall_points[i*4 + 3]
6466 if px >= view_x0 and px <= view_x1 and py >= view_y0 and py <= view_y1 then
6467 ground:push(px, py, pr)
... [20 more lines]
Now I'll restructure the draw order. The key insight: stencil_mask doesn't write to color buffer, so I can use the floor polygon as stencil, draw arrows in floor area only, then use stencil_test_inverse for the gradient/symbols in wall area only.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now simplify wall_arrow_draw_all — no stencil needed inside it anymore since the caller handles stencil:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now the draw order is:
- Floor polygon (bottom)
- Stencil mask = floor polygon
- Stencil test → ground effects/wall arrows (only visible in floor area)
- Stencil test inverse → wall gradient + symbols (only visible in wall area)
- Stencil off
- Wall edge lines (on top of everything)
- Apply shader
The arrow is clipped to the floor area, wall gradient only draws in the wall area, and edge lines draw on top everywhere. Test it.
Still not working and now the wall visuals are broken, revert back to your first attempt, when you first created the wall arrow object.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now revert wall_arrow to the original simple version — draws on game layer like SNKRX does it:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now remove the wall_arrow_draw_all() call from the action and the below_ground layer since we don't need them:
Grep (wall_arrow_draw_all)
No matches found
Good, it's already gone. Now clean up below_ground:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Reverted to the original simple version. Wall arrow draws on game layer with its actual color, just like SNKRX does it. Test it.
Which layer are the arrows being drawn to right now?
The projectiles draw to ability_layer (via self.al which is set to ability_layer in the projectile constructor). The wall arrow draws to game.
Draw order is: ground → ground_2 → enemy_layer → ability_layer → game → effects → ui.
And which layer is the wall being drawn to?
The wall (gradient, symbols, floor polygon, edge lines) all draw to ground. The edge lines also draw to ground_2.
So the order is: ground (walls) → ground_2 (edge lines copy) → enemy_layer → ability_layer (projectiles) → game (wall arrow) → effects → ui.
The wall arrow on game is above everything — walls, edges, enemies, and even the projectiles. You want it below walls and edges. What layer should I put it on?
Can we separate the floor polygon from the wall and wall edge?
Yes. The idea would be:
ground_floor— just the floor polygon (no shader)ground_effects— wall arrows, future ground effectsground— wall gradient, symbols, edge lines + wall_gradient shader
The one complication: the wall gradient texture is opaque and covers the entire map including the floor area. Currently the floor polygon overwrites the gradient in the floor area on the same layer. If we move the floor to a separate layer below, the gradient on ground would still cover the floor area visually.
To fix that, we'd need to mask the gradient to only draw in the wall area — either by making the gradient texture transparent inside the floor, or by using a stencil on ground to exclude the floor area from the gradient draw.
Want me to go with the stencil approach on ground? The floor polygon stencil mask wouldn't interfere with anything since only the gradient/symbols need masking — edge lines and the shader can run normally after stencil_off.
Sure, try it. Let's actually just try two layers for starters, ground_floor and ground and see if we can keep things the same visually while separating both.
Read (E:\a327ex\Orblike\main.lua)
4598
4599 -- Layers
4600 bg = an:layer('bg')
4601 bg.camera = nil
4602 ground = an:layer('ground')
4603 ground_2 = an:layer('ground_2')
4604 game = an:layer('game')
4605 ability_layer = an:layer('ability_layer')
4606 enemy_layer = an:layer('enemy_layer')
4607 effects = an:layer('effects')
4608 ui = an:layer('ui')
4609
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now add render/draw calls:
Grep (bg:render|ground:render|bg:draw()|ground:draw())
6825: bg:render()
6826: ground:render()
6834: bg:draw()
6835: ground:draw()
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now move the floor polygon draw from ground to ground_floor, and use a stencil on ground to mask the gradient/symbols to wall area only:
Read (E:\a327ex\Orblike\main.lua)
6442 -- 1. Draw wall gradient texture (pre-rendered distance-based gradient)
6443 if map_wall_gradient then
6444 local g = map_wall_gradient
6445 ground:push(g.x + g.w/2, g.y + g.h/2, 0, g.scale, g.scale)
6446 ground:texture(g.texture, 0, 0)
6447 ground:pop()
6448 end
6449
6450 -- 2. Draw wall symbols in white (shader will colorize them per-pixel)
6451 if wall_points then
6452 local white = color(255, 254, 253)()
6453 local ws = wall_symbol_size
6454 local ww = wall_symbol_width
6455 local sym_name = wall_symbol_types[wall_symbol_index]
6456 local draw_fn = symbol_draw_fns[sym_name] or draw_symbol_x
6457 local view_x0 = cam_x - gw/2 - ws*2
6458 local view_y0 = cam_y - gh/2 - ws*2
6459 local view_x1 = cam_x + gw/2 + ws*2
6460 local view_y1 = cam_y + gh/2 + ws*2
6461
6462 for i = 0, #wall_points/4 - 1 do
6463 local px = wall_points[i*4 + 1]
6464 local py = wall_points[i*4 + 2]
6465 local pr = wall_points[i*4 + 3]
6466 if px >= view_x0 and px <= view_x1 and py >= view_y0 and py <= view_y1 then
6467 ground:push(px, py, pr)
6468 draw_fn(ws, ww, white)
6469 ground:pop()
6470 end
6471 end
... [25 more lines]
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now the shader on ground only sees wall gradient pixels, symbol markers, and edge lines — no floor pixels. The shader's is_floor branch won't trigger, which is fine since the floor is rendered directly on ground_floor with no shader needed.
The wall arrow stays on game for now — once this works visually we can put it between the layers.
Test it — visually should look identical to before.
[Image #1] Not visually identical, there's these squares around the walls
[Pasted image/png]
[Image: source: E:\media\anchor_Owm53jCs5U.png]
The staircase is from the stencil creating binary per-pixel cutoffs against the low-res gradient texture (8x scale). Let me try a different approach — make the gradient texture itself transparent inside the floor area, so no stencil is needed.
Read (E:\a327ex\Orblike\main.lua)
5453 -- Recolor from cached distances (fast — called on palette change)
5454 function map_gen_wall_gradient()
5455 if not wall_gradient_cache then map_wall_gradient = nil; return end
5456 local c = wall_gradient_cache
5457 local c1 = wall_bg_color
5458 local c2 = wall_bg_color_2
5459 local pixels = {}
5460 for i = 1, #c.distances do
5461 local f = c.distances[i]
5462 local r = math.floor(c1.r + (c2.r - c1.r)*f)
5463 local g = math.floor(c1.g + (c2.g - c1.g)*f)
5464 local b = math.floor(c1.b + (c2.b - c1.b)*f)
5465 pixels[i] = string.char(r, g, b, 255)
5466 end
5467 local tex = texture_create(c.tw, c.th, table.concat(pixels))
5468 map_wall_gradient = {
5469 texture = tex,
5470 x = c.bx0, y = c.by0,
5471 w = c.bx1 - c.bx0, h = c.by1 - c.by0,
5472 scale = c.scale,
5473 }
5474 end
5475
5476
5477 -- Poisson disc sampling (Bridson's algorithm)
I need to add a point-in-polygon test during gradient generation. The distances are computed in map_gen_wall_distances — I'll add an inside_floor array there, then use it in map_gen_wall_gradient to set alpha=0 for floor texels.
Read (E:\a327ex\Orblike\main.lua)
5414
5415 for ty = 0, th - 1 do
5416 local wy = by0 + (ty + 0.5)*scale
5417 for tx = 0, tw - 1 do
5418 local wx = bx0 + (tx + 0.5)*scale
5419 local bi = math.max(1, math.min(num_buckets, math.floor((wx - bx0)/bucket_size) + 1))
5420 local bucket = edge_buckets[bi]
5421 local min_d = fade_sq
5422 for i = 1, #bucket do
5423 local e = bucket[i]
5424 local dx, dy = e.x2 - e.x1, e.y2 - e.y1
5425 local len_sq = dx*dx + dy*dy
5426 local t = 0
5427 if len_sq > 0 then t = math.clamp(((wx - e.x1)*dx + (wy - e.y1)*dy)/len_sq, 0, 1) end
5428 local cx, cy = e.x1 + t*dx, e.y1 + t*dy
5429 local dd = (wx - cx)*(wx - cx) + (wy - cy)*(wy - cy)
5430 if dd < min_d then min_d = dd end
5431 end
5432 distances[#distances + 1] = math.clamp(math.sqrt(min_d)/fade, 0, 1)
5433 end
5434 end
5435
5436 -- Also create a grayscale distance field texture for the shader
5437 local df_pixels = {}
5438 for i = 1, #distances do
5439 local v = math.floor(distances[i]*255)
5440 df_pixels[i] = string.char(v, v, v, 255)
5441 end
5442 local df_tex = texture_create(tw, th, table.concat(df_pixels))
5443
... [10 more lines]
I'll add a ray-casting point-in-polygon test in the same loop that computes distances, storing the result in an inside array:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now store inside in the cache:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now update map_gen_wall_gradient to set alpha=0 for floor texels:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now revert the ground drawing back to original — no stencil, but without the floor polygon (it's on ground_floor now). The gradient is transparent in the floor area so it won't cover the floor:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now I also need to update the shader. Currently the shader's is_floor branch detects floor-colored pixels. Since the floor isn't on ground anymore, those pixels won't exist. The shader's else branch handles "wall pixels" — it should also handle transparent pixels gracefully. Let me check if the shader needs changes.
The shader reads original = texture(u_texture, TexCoord + offset). For transparent pixels (alpha=0), is_symbol and is_floor both fail, so it goes to the else branch which outputs vec4(wall_px, original.a). With original.a = 0, those pixels would be transparent — which is correct, showing ground_floor underneath.
But wait — the shader also applies shockwave displacement to the UV before reading. For transparent pixels, the displacement would read from a nearby pixel which might be opaque. This could cause artifacts at the boundary. But the shockwave is a subtle effect and only happens during impacts, so it should be fine.
One issue: I have a bug in the inside array indexing. Let me fix it:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now the layer order is: bg → ground_floor (floor polygon) → ground (gradient with alpha=0 in floor, symbols, edges, shader) → ground_2 → ...
The wall arrow is still on game for now — once this works visually, we'll move it between ground_floor and ground. Test it.
Still wrong, revert everything back to right after I asked "which layer are the arrows being drawn to" just now
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now revert the ground drawing back to original:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now revert the gradient generation — remove the inside array and restore alpha=255:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Fully reverted. Ground layer is back to original (gradient → symbols → floor → edges → shader), wall arrow draws on game, no ground_floor layer. Should look exactly as it did before the layer experiments.
Explain the pipeline for me right now. The way I imagine it and how it would be simplest:
Draw the floor polygons for the floor while using the gradient Generate wall vertices (on game load), use those to draw the wall, while applying the shader for the colors + symbols Draw the wall edges on top of the wall
What is complicating what should be this simple order of operations?
The complication is that the wall gradient and wall symbols are drawn as raw pixels on the ground layer, and then a single post-process shader runs on the entire layer to colorize everything at once. The shader looks at each pixel and asks "is this a white marker symbol? is this floor color? or something else?" and applies different coloring logic per type.
This means floor, wall gradient, symbols, and edge lines all have to be on the same layer so the shader can see and process them together. You can't sandwich anything between them because they're all composited into one framebuffer before the shader runs.
Your mental model is simpler and correct — floor is floor, wall is wall, draw them separately. The current setup bakes them together because the shader was designed to process the entire ground as one pass.
The fix would be: make the wall gradient shader only run on the wall layer, not on the floor. The floor doesn't need the shader — it's just a solid color. If the floor draws on its own layer with no shader, and the wall gradient + symbols + edges draw on a separate layer with the shader, then you can put ground effects between them.
The shader would need one change: it currently detects floor pixels and handles them. If the floor isn't on that layer, those code paths just never trigger — no harm done.
The only real issue is that the gradient texture is opaque and covers the entire map bounding box (including the floor area). When drawn on a layer above the floor, it covers the floor. That's why I was trying stencils and transparency — to stop the gradient from covering the floor area. Want me to try the transparent-gradient approach again more carefully?
Why was the shader processing them all together? The floor gradient doesn't need it, for instance.
You're right, it doesn't. The shader's floor branch just passes through the floor color unchanged — it's doing nothing useful. The floor was put on the same layer simply because it was convenient at the time, not because the shader needs it.
So the only real blocker is the opaque gradient texture covering the floor area. The gradient texture is generated as a full rectangle at 8x scale with alpha=255 everywhere. If I make it alpha=0 inside the floor polygon during generation, the floor on ground_floor shows through, and the shader on ground only processes wall/symbol/edge pixels.
The transparent-gradient approach was the right idea. Want me to try it again? I'll be more careful this time — the bug last time was likely the inside array indexing (inside[#inside] instead of inside[#inside + 1]).
Why do we need to draw the floor polygons at all?
Good point. If the bg fills with floor_color instead of wall_bg_color_2, and the gradient texture only covers the wall area, the floor is just the absence of wall. No floor polygon needed at all.
The layer order becomes:
bg— fills with floor_color (the dark playable area)ground_effects— wall arrows, future ground effectsground— wall gradient (wall area only) + symbols + edges + shader
No floor polygon drawing, no stencil, no transparency tricks. Just make the gradient texture not cover the floor area during generation.
There is a gradient for the floor though, that can be its own texture however
Right. So the clean pipeline would be:
bg— base fillground_floor— floor gradient texture (own layer, own texture)ground_effects— wall arrows, ground effectsground— wall gradient texture (wall area only) + symbols + edges + shader
Each texture covers its own area, no overlap. Ground effects slot cleanly between floor and wall with no stencils or transparency hacks needed.
To get there I need to:
- Split the gradient texture generation into two textures — floor and wall — using the point-in-polygon test
- Draw them on separate layers
- Remove the floor polygon drawing entirely
Want me to go ahead with this?
Let's do one thing at once. First remove the floor polygon drawing and let me see what it looks like.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Done. Floor polygon drawing removed. The floor area will now show whatever the gradient texture has there (which is the wall gradient colors, since the texture covers everything). Test it.
OK, now the wall shader is being applied to the floor. Why is that the case?[Image #2]
[Pasted image/png]
[Image: source: E:\media\anchor_QYzwDitdId.png]
Because the gradient texture covers the entire map bounding box — it's one big opaque rectangle. Without the floor polygon drawing on top to overwrite it in the floor area, the gradient fills everything and the shader processes all of it (including the floor area) as wall pixels.
The gradient texture itself needs to not cover the floor area. I need to set alpha=0 for texels inside the floor polygon during texture generation. That's the point-in-polygon fix from before — but this time without any layer changes, just modifying the texture data.
Want me to add that now?
Sure.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now the gradient texture has alpha=0 inside the floor polygon and alpha=255 in the wall area. The bg fill (wall_bg_color_2) will show through in the floor area. Test it.
[Image #3]
[Pasted image/png]
[Image: source: E:\media\anchor_c8jYsc5UbM.png]
Two issues visible:
- Symbols in the floor area — they were always being drawn there, but the floor polygon used to cover them. Now that it's gone, they're exposed.
- Blocky boundary — the gradient texture is 8x scale, so the alpha cutoff is blocky at the floor/wall edge.
The symbols issue is straightforward — I need to skip drawing symbols that are inside the floor polygon. The blocky boundary will be handled later when we add the floor gradient texture (its smooth edge will cover the gradient's blocky alpha edge).
Want me to fix the symbols first?
The floor gradient texture is just a linear gradient, it doesn't have the shape of the floor, it won't fix the block issue.
You're right — the floor gradient is just a linear color ramp, it won't mask the blocky alpha edge.
The blocky boundary is because the gradient texture is at 8x scale (each texel = 8x8 pixels). The point-in-polygon test at that resolution creates staircase edges. I could increase the resolution of the texture near the boundary, or I could do a smoother alpha falloff — instead of binary 0/255, blend alpha over a few texels at the boundary so bilinear filtering smooths it out.
Or we could keep the floor polygon drawing on ground purely as a mask to cover the blocky gradient edge, while still having ground_floor below for effects. The floor polygon wouldn't need the shader — it just cleans up the boundary.
What approach do you prefer?
Let's draw the floor polygon then
Read (E:\a327ex\Orblike\main.lua)
6472 local view_x1 = cam_x + gw/2 + ws*2
6473 local view_y1 = cam_y + gh/2 + ws*2
6474
6475 for i = 0, #wall_points/4 - 1 do
6476 local px = wall_points[i*4 + 1]
6477 local py = wall_points[i*4 + 2]
6478 local pr = wall_points[i*4 + 3]
6479 if px >= view_x0 and px <= view_x1 and py >= view_y0 and py <= view_y1 then
6480 ground:push(px, py, pr)
6481 draw_fn(ws, ww, white)
Read (E:\a327ex\Orblike\main.lua)
6483 end
6484 end
6485 end
6486
6487 -- 3. Draw wall edge lines along the floor polygon boundary
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now we have both: gradient texture with alpha=0 in floor area (so a layer between them would show through), plus the floor polygon on ground to clean up the boundary. Test it — should look identical to the original.
Now the blocky problem still occurs, change that back
The floor polygon is drawn on ground which goes through the shader. The shader's is_floor branch detects the floor-colored pixels and outputs them — so the floor polygon should cover the blocky gradient edge cleanly. But the shader might be doing something to the floor pixels at the boundary.
Wait — the issue is the gradient texture itself. Even though the floor polygon covers it, the gradient texture with alpha=0 in the floor area still has blocky edges on the ground layer. The shader processes the entire layer including the gradient's blocky boundary pixels.
The transparent gradient was only needed if we wanted a layer between floor and wall. Since we're drawing the floor polygon on ground anyway, the gradient doesn't need transparency at all — it gets covered by the floor polygon just like before.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Gradient is back to fully opaque. Floor polygon still drawn on top to cover it. Should look identical to the original now.
Yes, it does, but now we're back to square one.
Right. The core problem: we need the floor polygon on ground to cover the blocky gradient edge, but that same floor polygon blocks any layer below from showing through.
The fix is to make the gradient alpha smooth at the boundary instead of binary 0/255. The blockiness was because each 8x8 texel was either fully transparent or fully opaque. If I use a smooth alpha falloff over a few texels at the boundary, bilinear filtering handles the rest.
Then the layer stack works:
bg— fillground_floor— floor polygon (no shader)ground_effects— wall arrows, ground effectsground— gradient (smooth alpha→0 in floor area) + symbols (wall-area only) + edges + shader
No floor polygon on ground, no stencils. The smooth alpha transition replaces what the floor polygon was doing for the boundary.
Want me to try this?
Launch a or multiple subagents that don't have the full bias of our attempts to try to see if they can come up with a solution on how to separate the floor from walls in a way that doesn't break it.
Agent
[
{
"type": "text",
"text": "Now I have a complete picture. Let me formulate the solution.\n\n---\n\nHere is my analysis and proposed solution.\n\n## The Key Insight\n\nThe `apply_shader` function runs with `glDisable(GL_BLEND)` \u2014 it directly writes RGBA values to the output buffer without blending. This means a shader can write `alpha = 0` for any pixel it wants, effectively \"punching a hole\" in the layer.\n\n## The Solution: Shader-Based Alpha Cutout\n\nThe approach uses the *existing* wall_gradient shader (which already knows how to classify pixels as floor vs. wall vs. symbol) to set alpha=0 on floor pixels. Then you put the floor + ground effects on a layer below, and they show through the transparent holes.\n\n### Layer stack (modified)\n\n```\nbg - solid wall_bg_color_2 fill (unchanged)\nground_floor - NEW: floor polygon + ground effects (arrows, ice, etc.)\nground - gradient + symbols + floor polygon + edge lines + shader (MODIFIED: shader outputs alpha=0 for floor pixels)\nground_2 - (unchanged)\n...rest unchanged...\n```\n\n### Step by step\n\n**1. Create `ground_floor` layer (between `bg` and `ground`)**\n\n```lua\nbg = an:layer('bg')\nbg.camera = nil\nground_floor = an:layer('ground_floor') -- NEW\nground = an:layer('ground')\nground_2 = an:layer('ground_2')\n-- ...rest unchanged\n```\n\n**2. Draw floor polygon + ground effects on `ground_floor`**\n\n```lua\n-- Draw floor on ground_floor\nlocal fc = floor_color()\nfor _, tri in ipairs(map_floor.triangles) do\n local i, j, k = tri[1], tri[2], tri[3]\n local ix, iy = wall_edge_get_displaced(i)\n local jx, jy = wall_edge_get_displaced(j)\n local kx, ky = wall_edge_get_displaced(k)\n ground_floor:triangle(ix, iy, jx, jy, kx, ky, fc)\nend\n\n-- Ground effects go here (arrows stuck in ground, ice patches, etc.)\n-- They draw ON TOP of the floor, on this same layer\n```\n\n**3. Keep `ground` layer drawing EXACTLY as it is today**\n\nThe ground layer still draws: gradient -> symbols -> floor polygon -> edge lines -> apply wall_gradient shader. Nothing changes in what gets drawn. The floor polygon still covers the gradient's blocky edges perfectly.\n\n**4. Modify the wall_gradient shader to output alpha=0 for floor pixels**\n\nThis is the only real change. In `wall_gradient.frag`, change the floor branch from:\n\n```glsl\n} else if (is_floor) {\n int fmode = int(u_floor_mode + 0.5);\n vec3 floor_out = u_floor_color.rgb;\n if (fmode == 0) {\n floor_out = u_floor_color.rgb;\n }\n FragColor = vec4(floor_out, 1.0);\n```\n\nTo:\n\n```glsl\n} else if (is_floor) {\n // Make floor pixels transparent so ground_floor layer shows through\n FragColor = vec4(0.0, 0.0, 0.0, 0.0);\n```\n\n**5. Add `ground_floor` to render/draw pipeline**\n\n```lua\nbg:render()\nground_floor:render() -- NEW\nground:render()\n-- ...\n\nbg:draw()\nground_floor:draw() -- NEW\nground:draw()\n-- ...\n```\n\n### Why This Works (and Avoids All Previous Problems)\n\n**No staircase artifacts**: The floor polygon is still drawn at full screen resolution on `ground`, with proper anti-aliased edges, cleanly covering the gradient. The shader then reads those pixels and sees floor_color, outputting alpha=0. At the boundary, the anti-aliased floor polygon edge creates a *smooth sub-pixel blend* between floor_color and gradient_color. Pixels that are partially floor-colored will have `is_floor` evaluate to false (because the blended color won't match floor_color closely enough), so they'll fall through to the wall branch and remain opaque. This creates a clean boundary \u2014 pure floor pixels become transparent, boundary pixels stay opaque with wall coloring, and wall pixels stay opaque.\n\n**The smooth edge is preserved**: The gradient-to-floor boundary looks exactly like it does today \u2014 the floor polygon's anti-aliased edges create the clean visual boundary. The only difference is what happens *behind* the floor area: instead of seeing the floor color from the `ground` layer, you see the floor color (and any effects) from `ground_floor` below.\n\n**Shader classification still works**: Wall symbols (255,254,253 marker) are still detected and colorized. Floor pixels are detected and made transparent. Wall gradient pixels pass through unchanged. Edge lines pass through unchanged (they're drawn after the floor polygon but before the shader, and they're not floor_color, so they're classified as wall pixels).\n\n**Ground effects are properly layered**: Effects on `ground_floor` are above the floor but below everything on `ground` (gradient, symbols, edge lines). When `ground` composites over `ground_floor`, the transparent floor area reveals the effects, while the opaque wall area covers them.\n\n### Potential Edge Case: Anti-Aliased Boundary Pixels\n\nThere's a subtlety at the boundary. Where the floor polygon's anti-aliased edge partially covers the gradient, you get blended pixels that are neither pure floor_color nor pure gradient_color. These will fall to the `else` (wall) branch and output opaque. This is actually *desirable* \u2014 it means the wall gradient bleeds right up to the floor boundary, and the floor + effects show through everywhere else.\n\nHowever, you may want to slightly tighten or loosen the `is_floor` threshold (currently `< 0.05`) to control exactly where the cutout boundary falls. If you see a faint colored fringe at the edge, tightening it (e.g., `< 0.03`) will make the transparent area slightly smaller, keeping more of the anti-aliased blend opaque. If you see the floor color peeking through where it shouldn't, loosening it will cut more aggressively.\n\n### One Concern: Premultiplied Alpha\n\nThe layer compositing uses `glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA)`, which assumes premultiplied alpha. When the shader outputs `vec4(0, 0, 0, 0)` for floor pixels, that's correct premultiplied (zero RGB, zero alpha = fully transparent). But within the `ground` layer itself, after the shader makes floor pixels transparent, if any subsequent draws happen on that layer after the shader pass (which I don't think they do \u2014 the shader is the last thing), those draws would alpha-blend onto the now-transparent pixels, which should work fine.\n\n### Alternative: If the threshold approach has fringing issues\n\nIf the color-matching threshold creates visible artifacts at the boundary, there's a more robust variant. Instead of detecting floor_color in the shader, you could pass the floor polygon as a second texture (render the floor polygon triangles into a temporary layer, pass that layer's texture to the shader). Then the shader tests the mask texture's alpha rather than color-matching. This gives perfect pixel-accurate floor detection. But I'd try the simple color-threshold approach first \u2014 it should work well given the shader already does this classification."
},
{
"type": "text",
"text": "agentId: a399ae3097610dd77 (use SendMessage with to: 'a399ae3097610dd77' to continue this agent)\n<usage>total_tokens: 49252\ntool_uses: 23\nduration_ms: 164993</usage>"
}
]
Both agents independently converged on the same solution:
Modify the shader to output alpha=0 for floor pixels. Keep ground exactly as-is (gradient → symbols → floor polygon → edges → shader). The floor polygon still masks the blocky gradient edge perfectly. Then the shader detects floor-colored pixels and makes them transparent, so a layer below shows through.
The layer stack:
ground_floor— floor polygon + ground effects (visible through the transparent hole)ground— everything as before, but shader outputs alpha=0 for floor pixels
One line change in the shader:
} else if (is_floor) {
FragColor = vec4(0.0, 0.0, 0.0, 0.0); // transparent — ground_floor shows through
No stencils, no gradient texture changes, no blocky edges. The floor polygon's smooth anti-aliased edges still do the masking — the shader just punches a hole where it sees floor color.
Want me to implement this?
Sure, but it'll still look blocky
I think this one will actually be smooth — here's why: the alpha boundary is determined by the floor polygon (full screen resolution) and the shader's color match (per-pixel), not by the gradient texture's 8x resolution. Anti-aliased floor polygon edge pixels blend floor+gradient colors, fail the is_floor check, and stay opaque. So the transparent-to-opaque transition follows the polygon edge, not the texel grid.
But let's find out. First, revert the gradient texture back to fully opaque (remove the inside array stuff), then add the layer and shader change.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Good, gradient is back to fully opaque. Now add ground_floor layer and draw floor polygon + wall arrow on it:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Grep (bg:render())
6825: bg:render()
Read (E:\a327ex\Orblike\main.lua)
6825 bg:render()
6826 ground:render()
6827 ground_2:render()
6828 enemy_layer:render()
6829 ability_layer:render()
6830 game:render()
6831 effects:render()
6832 ui:render()
6833
6834 bg:draw()
6835 ground:draw()
6836 ground_2:draw()
6837 enemy_layer:draw()
6838 ability_layer:draw()
6839 game:draw()
6840 effects:draw()
6841 ui:draw()
6842 if recording then
6843 -- Capture enough frames to match game time (2 steps = 1 frame at 60fps)
6844 local steps_elapsed = an.step - recording_last_step
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now draw the floor polygon on ground_floor (keeping it on ground too as the mask):
Read (E:\a327ex\Orblike\main.lua)
6486 if edge_style ~= 'none' then
6487 local edge_color = wall_edge_color_base()
6488 local dash_len = 5
6489 local gap_len = 10
6490 local edge_width = 2
6491 if wall_edge_wave then
6492 local w = wall_edge_wave
6493 local wn = w.n
6494 for i = 1, wn do
6495 local j = (i % wn) + 1
Grep (-- 3. Draw floor polygon)
6474: -- 3. Draw floor polygon (covers blocky gradient edge + symbols in floor area)
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now modify the shader to output alpha=0 for floor pixels:
Edit (E:\a327ex\Orblike\assets\wall_gradient.frag)
The file E:\a327ex\Orblike\assets\wall_gradient.frag has been updated successfully.
Now move the wall arrow to draw on ground_floor instead of game:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now let me check if layer compositing respects alpha. Let me look at how layers are drawn:
Grep (layer.draw\b|execute.draw|blit|composite)
2336:// Screen blit resources
3558:static void layer_queue_draw(Layer* layer, float x, float y) {
4546: // Reset to default blend mode for screen blit
5439:static int l_layer_draw(lua_State* L) {
5444: layer_queue_draw(layer, x, y);
8593: // Create screen shader for blitting layers
8875: lua_register(L, "layer_draw", l_layer_draw);
9614: // Screen blit resources
9970: // Manual compositing: use layer_draw queue
9999: // Automatic compositing: blit each layer in order (first created = bottom)
[Showing results with pagination = limit: 10]
Read (E:\a327ex\Anchor\engine\src\anchor.c)
4540 }
4541 }
4542
4543 // Final flush
4544 batch_flush();
4545
4546 // Reset to default blend mode for screen blit
4547 apply_blend_mode(BLEND_ALPHA);
4548 }
4549
4550 // Find or create a named layer
4551 static Layer* layer_get_or_create(const char* name) {
4552 // Check if layer already exists
4553 for (int i = 0; i < layer_count; i++) {
4554 if (strcmp(layer_names[i], name) == 0) {
Grep (BLEND_ALPHA|blend_alpha|SRC_ALPHA)
360: BLEND_ALPHA = 0,
373: uint8_t blend_mode; // BLEND_ALPHA, BLEND_ADDITIVE, BLEND_MULTIPLY
1682: layer->current_blend = BLEND_ALPHA;
1694: layer->current_blend = BLEND_ALPHA;
4331: case BLEND_ALPHA:
4334: glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, // RGB
4335: GL_ONE, GL_ONE_MINUS_SRC_ALPHA); // Alpha
4340: glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, // RGB
4351: uint8_t current_blend = BLEND_ALPHA; // Start with default
4547: apply_blend_mode(BLEND_ALPHA);
[Showing results with pagination = limit: 10]
Layer compositing uses GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA — standard alpha blending. Transparent pixels (alpha=0) on ground will correctly reveal ground_floor below.
Test it — should look identical to original, with wall arrow now on ground_floor (above floor, below wall).
Oh, now it works. Wall arrow should be pushed outwards (opposite of projectile direciton) a little, and the color of the wall arrow is not respecting the color of the original projectile.
Grep (orbs[1])
7381: local src = self.source_orb or orbs[1]
7460: local src = self.source_orb or orbs[1]
7522: local src = self.source_orb or orbs[1]
9632: local src = self.source_orb or orbs[1]
10598:orbs[1]:add_ability('piercing_arrow')
10609:orbs[1].edition = 2 -- ruby
The orb has edition 2 (ruby), so the projectile gets edition coloring via the shader. But the wall arrow doesn't apply any edition shader. Let me check how the projectile draws with edition:
Read (E:\a327ex\Orblike\main.lua)
7588 return
7589 end
7590 end
7591 end
7592
7593 -- Draw
7594 local proj_ed = (self.source_orb and self.source_orb.edition) or ability_edition_override or 0
7595 if proj_ed > 0 then
7596 self.al:shader_set_float(draw_shader, 'u_edition', proj_ed)
7597 self.al:shader_set_float(draw_shader, 'u_time', an.time)
7598 end
7599 local s = self.spring.main.x
7600 local c = self.flashing and fg_color() or self.color()
7601 if self.is_ball_lightning then
7602 -- Core orb only; zone visuals handled by the area object
7603 self.al:push(self.x, self.y, 0, s, s)
7604 self.al:circle(0, 0, 3, c)
7605 self.al:pop()
7606 elseif self.arc_shape then
7607 local arc_r = self.h/2
The projectile uses draw_shader with u_edition to get its edition color. The wall arrow doesn't use any shader. Let me check what draw_shader is:
Grep (draw_shader)
2045: ability_layer:shader_set_float(draw_shader, 'u_edition', orb_ed)
2046: ability_layer:shader_set_float(draw_shader, 'u_time', an.time)
4547: ability_layer:shader_set_float(draw_shader, 'u_edition', 0)
5154:-- Edition hue centers (must match draw_shader.frag edition table)
6569:set_draw_shader('assets/draw_shader.frag')
[Showing results with pagination = limit: 5]
The edition coloring comes from the draw shader on ability_layer. The wall arrow is on ground_floor which doesn't have that shader. I need to pass the edition info and use ability_particle_color to get the correct color, like other hit effects do.
Now let me fix both issues — push outward and correct color:
Grep (ability_particle_color)
1172: local pc = ability_particle_color(orb_ed, def.color)
1213: local pc = ability_particle_color(orb_ed, def.color)
2139: local dpc = ability_particle_color(orb_ed, def.color)
2373: color = ability_particle_color(orb_ed, def.color),
2638: local rg_pc = ability_particle_color(orb_ed, def.color)
[Showing results with pagination = limit: 5]
Grep (function ability_particle_color)
6589:function ability_particle_color(ed, ability_color)
Read (E:\a327ex\Orblike\main.lua)
6589 function ability_particle_color(ed, ability_color)
6590 return edition_base_color(ed) or ability_color
6591 end
6592
6593 -- Flat color palette (no shader effect, just sets draw color)
6594 -- These are cycled through BEFORE the edition effects
6595 flat_color_names = {'blue', 'purple', 'red', 'green', 'orange', 'yellow', 'blue2', 'neutral'}
6596 flat_colors = {blue, purple, red, green, orange, yellow, blue2, fg_alt}
6597
6598 -- Edition effects toggle: apply edition shader to effects layer too
6599 edition_affects_effects = false
6600
6601 -- Ground pattern state
6602 -- Ground pattern parameters
6603 ground_active = true
Good. Now update the wall arrow spawn to pass edition and push outward:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now update wall_arrow to handle being passed a color object directly (since ability_particle_color returns a color object):
Read (E:\a327ex\Orblike\main.lua)
8580 self.timer:after(an.random:float(0.8, 2), function()
8581 self.timer:every(0.05, function() self.hidden = not self.hidden end, 7, function() self:kill() end)
8582 end)
8583 end
8584
8585 function wall_arrow:update(dt)
8586 if self.hidden then return end
8587 local s = self.spring.hit.x
8588 local c = self.flashing and fg_color() or self.color()
8589 ground_floor:push(self.x, self.y, self.r, s, s)
8590 ground_floor:rounded_rectangle(-self.w/2, -self.h/2, self.w, self.h, 2, c)
8591 ground_floor:pop()
8592 end
8593
8594
8595 hit_circle = object:extend()
8596 function hit_circle:new(x, y, args)
8597 object.new(self)
8598 self.x, self.y = x, y
8599 args = args or {}
8600 self.radius = args.radius or 8
8601 self.draw_color = args.color and args.color:clone() or fg_color:clone()
8602 self.duration = args.duration or 0.2
8603 self:add(timer())
8604 self.timer:tween(self.duration, self, {radius = 0}, math.cubic_in_out, function() self:kill() end)
8605 end
8606
8607 function hit_circle:change_color(fraction, target_color)
8608 self.timer:after(fraction*self.duration, function() self.draw_color = target_color:clone() end)
8609 return self
The self.color() call works if self.color is a color object with __call. ability_particle_color returns a color object, so that should be fine.
Done:
- Wall arrow pushed 5 pixels opposite to projectile direction (tail sticks out into floor)
- Color now uses
ability_particle_colorwhich respects edition coloring (ruby for orb 1)
Test it.
2 pixels, and the color is still wrong. The projectile is a light red and the wall arrow is a dark red.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
The color issue: the projectile looks light red because the edition draw shader brightens/colorizes it on ability_layer. ability_particle_color just returns the base edition color which is darker. The projectile's actual drawn color is self.color() (fg_color = white) run through the edition shader, making it light red.
The wall arrow should just use the projectile's own color directly — white — and the dark red edition color is wrong for it. Let me revert to passing the projectile's color:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
But this gives white (fg_color) since piercing_arrow's color is fg_color. The projectile appears light red only because the edition shader transforms white → light red on ability_layer. The wall arrow on ground_floor doesn't have that shader.
To match the projectile's visual color, I need to apply the same edition shader to the wall arrow. I could draw it on ability_layer instead, or apply the draw shader to ground_floor. But that might affect the floor too.
Alternatively, I can compute the edition color at the right brightness. Let me check what edition_base_color returns vs what the shader produces:
Grep (function edition_base_color)
6577:function edition_base_color(ed)
Read (E:\a327ex\Orblike\main.lua)
6577 function edition_base_color(ed)
6578 if not ed or ed <= 0 then return nil end
6579 if ed == 12 then return color(150, 180, 255) end -- polychrome: blueish
6580 if ed == 13 then return color(180, 180, 190) end -- silver
6581 if ed == 14 then return color(240, 240, 240) end -- white
6582 if ed >= 15 and ed <= 22 then return flat_colors[ed - 14] end
6583 local h = edition_hues[ed]
6584 if h then return hsl_color(h, 0.6, 0.6) end
6585 return nil
6586 end
6587
6588 -- Particle color for an ability with edition: returns edition base color if active, otherwise ability color
6589 function ability_particle_color(ed, ability_color)
6590 return edition_base_color(ed) or ability_color
6591 end
edition_base_color(2) uses hsl_color(h, 0.6, 0.6) — saturation 0.6, lightness 0.6. The draw shader probably produces a brighter version. The issue is the lightness — 0.6 is dark, but the shader makes it lighter.
The simplest fix: make a brighter edition color for the wall arrow:
Grep (edition_hues)
5155:edition_hues = {
6583: local h = edition_hues[ed]
Read (E:\a327ex\Orblike\main.lua)
5155 edition_hues = {
5156 [2] = 0.95, -- ruby
5157 [3] = 0.9, -- rose
5158 [4] = 0.08, -- amber
5159 [5] = 0.12, -- gold
5160 [6] = 0.25, -- lime
5161 [7] = 0.35, -- emerald
5162 [8] = 0.5, -- cyan
5163 [9] = 0.6, -- sapphire
5164 [10] = 0.7, -- indigo
5165 [11] = 0.78, -- violet
5166 }
5167
5168 wall_palettes = {
5169 {name = 'blue', wall = blue, wall2 = blue2, sym_darken = 0.175},
5170 {name = 'purple', wall = purple, wall2 = blue2, sym_darken = 0.175},
5171 {name = 'red', wall = red, wall2 = purple, sym_darken = 0.15},
5172 {name = 'green', wall = green, wall2 = blue, sym_darken = 0.125},
5173 {name = 'orange', wall = orange, wall2 = blue, sym_darken = 0.1},
5174 {name = 'yellow', wall = yellow, wall2 = orange, sym_darken = 0.1},
The simplest approach: use hsl_color(h, 0.5, 0.8) — same hue, lighter — to match what the shader visually produces. Let me make a bright edition color function:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Test it — should be a light red now matching the projectile's visual appearance.
Does this solution work for all colors and all editions? A polychrome wall arrow should be polychrome. Isn't the right solution to use the shader for the wall arrows only? We can use shaders per-object now.
You're right — hardcoding HSL values is a hack that breaks for polychrome, silver, etc. Using the draw shader per-object is the correct solution.
Grep (shader_set_float.*u_edition|set_draw_shader|draw_shader)
2045: ability_layer:shader_set_float(draw_shader, 'u_edition', orb_ed)
2046: ability_layer:shader_set_float(draw_shader, 'u_time', an.time)
4547: ability_layer:shader_set_float(draw_shader, 'u_edition', 0)
5154:-- Edition hue centers (must match draw_shader.frag edition table)
6569:set_draw_shader('assets/draw_shader.frag')
6570:draw_shader = get_draw_shader()
6810: effects:shader_set_float(es, 'u_edition', edition_mode)
7189: ability_layer:shader_set_float(draw_shader, 'u_edition', player_ed)
7190: ability_layer:shader_set_float(draw_shader, 'u_time', an.time)
7194: ability_layer:shader_set_float(draw_shader, 'u_edition', 0)
[Showing results with pagination = limit: 10]
I see — draw_shader is the global draw shader that colors things by edition. The projectile sets u_edition on ability_layer before drawing and resets it after. I'll do the same for the wall arrow on ground_floor:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now update wall_arrow to store edition and use the draw shader:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now the wall arrow uses the same draw shader with u_edition as the projectile — polychrome will be polychrome, ruby will be ruby, etc. Test it.
Great, now update interactions.md with Piercing Arrow, and let's test all interactions. Give me 6 orbs with piercing arrow, testing one interaction on each. Then we'll repeat until we're done with it.
Read (E:\a327ex\Orblike\interactions.md)
0 # Ability–Modifier Interactions
1
2 How every modifier actually affects every ability in the current codebase.
3
4 ---
5
6 ## fireball (projectile, area, spell, fire)
7
8 Projectile that spawns an instant area on hit.
9
10 - **projectile_spread** — N projectiles in a fan.
11 - **projectile_parallel** — Duplicates each shot with lateral offset.
12 - **projectile_back** — Adds one projectile aimed backwards.
13 - **projectile_sides** — Adds two projectiles at 90-degree angles.
14 - **projectile_nova** — 8 evenly spaced projectiles. Overrides projectile_spread/projectile_back/projectile_sides.
15 - **area_spread** — No effect.
16 - **area_parallel** — No effect.
17 - **area_back** — No effect.
18 - **area_sides** — No effect.
19 - **area_nova** — No effect.
20 - **spread** — Equivalent to projectile_spread — N projectiles in a fan.
21 - **parallel** — Equivalent to projectile_parallel — duplicates each shot with lateral offset.
22 - **back** — Equivalent to projectile_back — adds one projectile aimed backwards.
23 - **sides** — Equivalent to projectile_sides — adds two projectiles at 90-degree angles.
24 - **nova** — Equivalent to projectile_nova — 8 evenly spaced projectiles.
25 - **pierce** — Projectile passes through N enemies without dying.
26 - **chain** — After hitting, redirects to nearest unhit enemy. Chain count = modifier value.
27 - **homing** — After delay, projectile steers toward closest enemy.
28 - **homing_force+/-/--** — Adjusts homing convergence strength.
29 - **homing_force>+/>-** — After 0.5s, homing strength increases or decreases over time.
... [40 more lines]
Now let me write the piercing_arrow interactions section. Since it's a pure projectile with inherent pierce and no area/zone, most area/duration/beam/melee modifiers have no effect:
Read (E:\a327ex\Orblike\interactions.md)
130 - **multistrike** — No effect.
131 - **melee_splash** — No effect.
132
133 ---
134
Read (E:\a327ex\Orblike\interactions.md)
133 ---
134
135 ## fissure (area, directed, spell, melee, earth)
136
137 Melee wave: spawns sequential instant areas in a line from the caster toward mouse.
Edit (E:\a327ex\Orblike\interactions.md)
The file E:\a327ex\Orblike\interactions.md has been updated successfully.
Now update tags.md:
Edit (E:\a327ex\Orblike\tags.md)
The file E:\a327ex\Orblike\tags.md has been updated successfully.
Now set up 6 orbs with piercing_arrow, each testing a different modifier. First batch — the projectile pattern modifiers:
Read (E:\a327ex\Orblike\main.lua)
10595 p1.x, p1.y = gw/2, gh/2
10596
10597 -- Camera follows player
10598 an.camera.x, an.camera.y = p1.x, p1.y
10599 an.camera:follow(p1, 0.9, 0.3)
10600
10601 add_orbs(4)
10602 -- Formations on player (hold, dedicated keys)
10603 p1:add_ability('lance', {key = '1'})
10604 p1:add_ability('wall', {key = '2'})
10605 p1:add_ability('snake', {key = '3'})
10606 p1:add_ability('deploy', {key = '4'})
10607 -- Performance stress test: homing paths + psylance magnetic_area
10608 orbs[1]:add_ability('piercing_arrow')
10609 orbs[2]:add_ability('psylance')
10610 orbs[2]:add_modifier('nova', true)
10611 orbs[2]:add_modifier('magnetic_area', true)
10612 orbs[3]:add_ability('railgun')
10613 orbs[3]:add_modifier('homing', true)
10614 orbs[3]:add_modifier('spread', 5)
Read (E:\a327ex\Orblike\main.lua)
10615 orbs[4]:add_ability('beam')
10616 orbs[4]:add_modifier('returning_arc', true)
10617 orbs[4]:add_modifier('spread', 3)
10618 orbs[4]:add_modifier('ability_echo', 2)
10619 orbs[1].edition = 2 -- ruby
10620 orbs[2].edition = 7 -- emerald
10621 orbs[3].edition = 9 -- sapphire
10622 orbs[4].edition = 12 -- polychrome
10623 debug_ability_index = 1
10624
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Batch 1 tests:
- Base — no mods, plain piercing arrow
- spread(3) — fan of 3 arrows
- parallel(3) — 3 parallel arrows
- nova — 8 arrows in all directions
- back + sides — forward + backward + both sides
- homing — steers toward enemies
Test it.
What are the keys for orbs 5 and 6?
Looking at the orb keybinds:
Read (E:\a327ex\Orblike\main.lua)
938 arrow_barrage = {
939 activation = 'manual',
940 tags = {'projectile', 'physical'},
941 cooldown = 1.5,
942 color = fg_color,
943 fire_sound = 'caustic_arrow_fire',
944 barrage_count = 5,
945 barrage_delay = 0.06,
946 barrage_jitter = math.pi/16,
947 },
Read (E:\a327ex\Orblike\main.lua)
948 righteous_fire = {
949 activation = 'toggle',
950 tags = {'area', 'fire'},
951 carrier = 'toggle_area',
952 color = red,
953 area_radius = 64,
954 area_duration = 9999,
955 area_tick_rate = 0.15,
956 start_sound = 'rf_start',
957 loop_sound = 'rf_loop',
958 end_sound = 'rf_end',
959 hit_sounds = {'rf_hit_3'},
960 steady_rotation = true,
961 },
962 }
Orb 1 = mouse1, orb 2 = mouse3, orb 3 = Q, orb 4 = E, orb 5 = R, orb 6 = T.
Make sure their editions are random on startup.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Perfect, next 6 modifiers.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Batch 2:
- projectile_speed+++ — 2x speed
- projectile_speed--- — 0.5x speed
- near_return — travels to 50 range then returns
- returning_arc — curves in arc then returns
- knockback+++ — strong knockback on hit
- ability_echo(3) — fires 3 times
Test it.
Next 6
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Batch 3:
- null_conversion — fires from orb position, purple color
- ability_copy — all other orbs fire piercing_arrow too
- cast_on_expire(fireball) — fireball explodes on wall hit
- cast_on_apex + mid_return — frost_nova at turning point
- homing + homing_force+ — strong homing
- spread(3) + returning_arc — fan of 3 arcing arrows
Test it.
cast_on_expire with fireball should fire the fireball projectile towards the mouse position, not spawn its area only. It should fire the ability as though it were fired normally, for all abilities, just from the position of the projectile instead
Grep (cast_on_expire)
3689: if do_tick and mods.cast_on_expire and self.beam_expire_counter % mods.cast_on_expire == 0 then
7710: -- cast_on_expire: fire linked spell at death position
7711: if self.mods.cast_on_expire then
7712: local expire_ability = self.mods.cast_on_expire
10608:orbs[3]:add_modifier('cast_on_expire', 'fireball') -- 3: cast on expire
Read (E:\a327ex\Orblike\main.lua)
7710 -- cast_on_expire: fire linked spell at death position
7711 if self.mods.cast_on_expire then
7712 local expire_ability = self.mods.cast_on_expire
7713 local expire_def = abilities[expire_ability]
7714 if expire_def then
7715 an:add(area(self.x, self.y, {ability = expire_ability, color = expire_def.color, mods = self.mods, edition = (self.source_orb and self.source_orb.edition) or ability_edition_override or 0}))
7716 an.camera.shake:shake(6, 0.3)
7717 end
7718 end
7719
7720 -- Kill the attached zone
7721 if self.bl_zone then
7722 self.bl_zone:kill()
7723 self.bl_zone = nil
7724 end
Currently it just spawns an area directly. It should instead fire the ability through orb:activate with an override position, just like cast_on_apex and the ball_lightning tick do:
Grep (cast_on_apex)
7450: -- cast_on_apex: fire linked ability at turning point
7451: if self.mods.cast_on_apex then
7452: local apex_name = self.mods.cast_on_apex
7512: -- cast_on_apex: fire linked ability at turning point
7513: if self.mods.cast_on_apex then
[Showing results with pagination = limit: 5]
Read (E:\a327ex\Orblike\main.lua)
7450 -- cast_on_apex: fire linked ability at turning point
7451 if self.mods.cast_on_apex then
7452 local apex_name = self.mods.cast_on_apex
7453 local apex_def = abilities[apex_name]
7454 if apex_def then
7455 local carrier = apex_def.carrier
7456 if carrier == 'self_area' or carrier == 'aimed_area' or carrier == 'melee' then
7457 an:add(area(self.x, self.y, {ability = apex_name, color = apex_def.color, mods = self.mods, edition = (self.source_orb and self.source_orb.edition) or ability_edition_override or 0}))
7458 an.camera.shake:shake(3, 0.15)
7459 else
7460 local src = self.source_orb or orbs[1]
7461 local aim_r = math.angle_to_point(self.x, self.y, an.camera.mouse.x, an.camera.mouse.y)
7462 if src then src:activate(apex_name, {x = self.x, y = self.y, r = aim_r}) end
7463 end
7464 end
7465 end
7466 self.timer:tween(0.3, self, {visual_spin = an.random:choice({-1, 1})*2*math.pi}, math.cubic_out)
7467 elseif t >= 0.5 then
7468 self.speed_mult = math.remap(t, 0.5, 1, 1, 0.05)
7469 end
Good — cast_on_apex already does it right: for self_area/aimed_area/melee carriers it spawns an area directly, for everything else (projectiles, etc.) it fires through src:activate. I'll use the same pattern for cast_on_expire:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now cast_on_expire fires the linked ability as though it were fired normally from the projectile's death position, aimed toward the mouse. Fireball will launch a projectile, not just spawn its area. Test it.
Currently it's firing a projectile that also has cast_on_expire because I think it inherits all the mods from the parent projectile. I think it should inherit mods but not cast_on_expire itself. It should never inherit the trigger mod, same should be true for other triggers like cast_on_apex and so on.
Read (E:\a327ex\Orblike\main.lua)
7710 -- cast_on_expire: fire linked ability at death position
7711 if self.mods.cast_on_expire then
7712 local expire_name = self.mods.cast_on_expire
7713 local expire_def = abilities[expire_name]
7714 if expire_def then
7715 local carrier = expire_def.carrier
7716 if carrier == 'self_area' or carrier == 'aimed_area' or carrier == 'melee' then
7717 an:add(area(self.x, self.y, {ability = expire_name, color = expire_def.color, mods = self.mods, edition = (self.source_orb and self.source_orb.edition) or ability_edition_override or 0}))
7718 an.camera.shake:shake(3, 0.15)
7719 else
7720 local src = self.source_orb or orbs[1]
7721 local aim_r = math.angle_to_point(self.x, self.y, an.camera.mouse.x, an.camera.mouse.y)
7722 if src then src:activate(expire_name, {x = self.x, y = self.y, r = aim_r}) end
7723 end
7724 end
7725 end
7726
7727 -- Kill the attached zone
7728 if self.bl_zone then
7729 self.bl_zone:kill()
The issue is that src:activate passes all mods from the orb, which includes cast_on_expire. I need to strip trigger mods before firing. But activate builds mods from the player and orb slots — it doesn't use self.mods directly. The trigger mod is on the orb's slots.
Actually, looking at activate more carefully — it reads mods from p1:get_mods() plus the orb's own slots. So cast_on_expire is on the orb, and the child ability inherits it.
The cleanest fix: strip trigger mods from the mods passed to the child. For the area path I can strip from self.mods, and for the activate path I need to pass a flag. Let me check if activate supports filtering:
Actually, the simplest approach: in projectile:new, if the projectile was spawned by a cast_on_expire trigger, don't inherit trigger mods. But that requires threading state through.
Simpler: just strip the trigger mods from self.mods before passing them to the child, for both code paths:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now I need activate to use child_mods from override_pos when provided, instead of rebuilding mods from the orb slots. Let me check how activate builds mods:
Read (E:\a327ex\Orblike\main.lua)
1154 local mods = p1:get_mods()
1155 for _, slot in ipairs(self.slots) do
1156 if slot.type == 'modifier' then mods[slot.name] = slot.value end
1157 end
1158 if mods.null_conversion then is_null = true; def = setmetatable({color = purple}, {__index = def}) end
1159 end
1160 local delay = is_null and 0 or self.activation_delay
1161
1162 if not override_pos then
1163 if is_null then
1164 self.flashing = true
1165 self.timer:after(0.1, 'flash', function() self.flashing = false end)
1166 self.spring:pull('main', 0.5)
1167 else
1168 an:add(slightly_jagged_line(self, p1, {anim_duration = delay, src_color = def.color, dst_color = def.color, edition = orb_ed}))
Read (E:\a327ex\Orblike\main.lua)
1195 else
1196 fire_x, fire_y = p1.x, p1.y
1197 r = p1.r
1198 end
1199 local mods = p1:get_mods()
1200 for _, slot in ipairs(self.slots) do
1201 if slot.type == 'modifier' then
1202 mods[slot.name] = slot.value
1203 end
1204 end
1205 -- Shared area scale factor (used by melee, self_area, aimed_area)
1206 local area_scale = 1
1207 if mods['area+'] then area_scale = area_scale*1.25 end
1208 if mods['area++'] then area_scale = area_scale*1.5 end
1209 if mods['area+++'] then area_scale = area_scale*2.0 end
Mods are rebuilt from player + orb slots inside the fire() closure (line 1199-1203). I need to override this with child_mods when provided via override_pos:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now do the same for cast_on_apex — strip trigger mods there too:
Read (E:\a327ex\Orblike\main.lua)
7450 if t >= 1 then
7451 self.returning_phase = true
7452 self.returning_back_elapsed = 0
7453 self.speed_mult = 0.05
7454 self.visual_spin = 0
7455 -- cast_on_apex: fire linked ability at turning point
7456 if self.mods.cast_on_apex then
7457 local apex_name = self.mods.cast_on_apex
7458 local apex_def = abilities[apex_name]
7459 if apex_def then
7460 local carrier = apex_def.carrier
7461 if carrier == 'self_area' or carrier == 'aimed_area' or carrier == 'melee' then
7462 an:add(area(self.x, self.y, {ability = apex_name, color = apex_def.color, mods = self.mods, edition = (self.source_orb and self.source_orb.edition) or ability_edition_override or 0}))
7463 an.camera.shake:shake(3, 0.15)
7464 else
7465 local src = self.source_orb or orbs[1]
There are two cast_on_apex blocks (one in linear return, one in arc return). Let me create a helper function to avoid duplication:
Grep (cast_on_apex)
7455: -- cast_on_apex: fire linked ability at turning point
7456: if self.mods.cast_on_apex then
7457: local apex_name = self.mods.cast_on_apex
7517: -- cast_on_apex: fire linked ability at turning point
7518: if self.mods.cast_on_apex then
7519: local apex_name = self.mods.cast_on_apex
7724: child_mods.cast_on_apex = nil
9646: -- cast_on_apex at midpoint
9649: if self.mods.cast_on_apex then
9650: local apex_name = self.mods.cast_on_apex
10628:orbs[4]:add_modifier('cast_on_apex', 'frost_nova')
Three locations. Let me update all three to strip trigger mods. I'll do them one by one:
Read (E:\a327ex\Orblike\main.lua)
7455 -- cast_on_apex: fire linked ability at turning point
7456 if self.mods.cast_on_apex then
7457 local apex_name = self.mods.cast_on_apex
7458 local apex_def = abilities[apex_name]
7459 if apex_def then
7460 local carrier = apex_def.carrier
7461 if carrier == 'self_area' or carrier == 'aimed_area' or carrier == 'melee' then
7462 an:add(area(self.x, self.y, {ability = apex_name, color = apex_def.color, mods = self.mods, edition = (self.source_orb and self.source_orb.edition) or ability_edition_override or 0}))
7463 an.camera.shake:shake(3, 0.15)
7464 else
7465 local src = self.source_orb or orbs[1]
7466 local aim_r = math.angle_to_point(self.x, self.y, an.camera.mouse.x, an.camera.mouse.y)
7467 if src then src:activate(apex_name, {x = self.x, y = self.y, r = aim_r}) end
All three cast_on_apex blocks and the cast_on_expire block share the same pattern. Let me add a helper function right before the projectile class:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now replace all three cast_on_apex blocks and the cast_on_expire block with calls to this helper. First cast_on_expire:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now the first cast_on_apex (linear return):
Grep (cast_on_apex: fire linked ability)
7475: -- cast_on_apex: fire linked ability at turning point
7537: -- cast_on_apex: fire linked ability at turning point
Read (E:\a327ex\Orblike\main.lua)
7475 -- cast_on_apex: fire linked ability at turning point
7476 if self.mods.cast_on_apex then
7477 local apex_name = self.mods.cast_on_apex
7478 local apex_def = abilities[apex_name]
7479 if apex_def then
7480 local carrier = apex_def.carrier
7481 if carrier == 'self_area' or carrier == 'aimed_area' or carrier == 'melee' then
7482 an:add(area(self.x, self.y, {ability = apex_name, color = apex_def.color, mods = self.mods, edition = (self.source_orb and self.source_orb.edition) or ability_edition_override or 0}))
7483 an.camera.shake:shake(3, 0.15)
7484 else
7485 local src = self.source_orb or orbs[1]
7486 local aim_r = math.angle_to_point(self.x, self.y, an.camera.mouse.x, an.camera.mouse.y)
7487 if src then src:activate(apex_name, {x = self.x, y = self.y, r = aim_r}) end
7488 end
7489 end
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now the second cast_on_apex (arc return):
Read (E:\a327ex\Orblike\main.lua)
7521 if not self.returning_phase and self.returning_arc_turning then
7522 local turned = (self.returning_arc_time - self.returning_arc_turn_start)*math.abs(self.returning_arc_turn_rate)
7523 if turned >= math.pi then
7524 self.returning_phase = true
7525 -- cast_on_apex: fire linked ability at turning point
7526 if self.mods.cast_on_apex then
7527 local apex_name = self.mods.cast_on_apex
7528 local apex_def = abilities[apex_name]
7529 if apex_def then
7530 local carrier = apex_def.carrier
7531 if carrier == 'self_area' or carrier == 'aimed_area' or carrier == 'melee' then
7532 an:add(area(self.x, self.y, {ability = apex_name, color = apex_def.color, mods = self.mods, edition = (self.source_orb and self.source_orb.edition) or ability_edition_override or 0}))
7533 an.camera.shake:shake(3, 0.15)
7534 else
7535 local src = self.source_orb or orbs[1]
Read (E:\a327ex\Orblike\main.lua)
7535 local src = self.source_orb or orbs[1]
7536 local aim_r = math.angle_to_point(self.x, self.y, an.camera.mouse.x, an.camera.mouse.y)
7537 if src then src:activate(apex_name, {x = self.x, y = self.y, r = aim_r}) end
7538 end
7539 end
7540 end
7541 end
7542 end
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now the third one (at line ~9649). Let me check:
Read (E:\a327ex\Orblike\main.lua)
9646
9647 -- Draw rock (only during flight)
9648 if not self.landed then
9649 self.rock_r = self.rock_r + self.rock_spin*dt
9650 local base_r = self.area_radius*rock_scale
9651 local verts = self.jagged_verts
9652 local c = self.color()
9653 -- Jagged outline only
9654 for i = 1, #verts do
9655 local v1 = verts[i]
9656 local v2 = verts[i % #verts + 1]
9657 local x1 = rock_x + base_r*v1.d*math.cos(v1.a + self.rock_r)
9658 local y1 = rock_y + base_r*v1.d*math.sin(v1.a + self.rock_r)
9659 local x2 = rock_x + base_r*v2.d*math.cos(v2.a + self.rock_r)
9660 local y2 = rock_y + base_r*v2.d*math.sin(v2.a + self.rock_r)
That's the big_rock drawing, not cast_on_apex. Let me find the third one:
Grep (cast_on_apex)
7240: child_mods.cast_on_apex = nil
7475: -- cast_on_apex: fire linked ability at turning point
7476: if self.mods.cast_on_apex then
7477: fire_triggered_ability(self.mods.cast_on_apex, self.x, self.y, self.mods, self.source_orb)
7525: -- cast_on_apex: fire linked ability at turning point
7526: if self.mods.cast_on_apex then
7527: fire_triggered_ability(self.mods.cast_on_apex, self.x, self.y, self.mods, self.source_orb)
9624: -- cast_on_apex at midpoint
9627: if self.mods.cast_on_apex then
9628: local apex_name = self.mods.cast_on_apex
10606:orbs[4]:add_modifier('cast_on_apex', 'frost_nova')
Read (E:\a327ex\Orblike\main.lua)
9624 -- cast_on_apex at midpoint
9625 if not self.apex_fired and t >= 0.5 then
9626 self.apex_fired = true
9627 if self.mods.cast_on_apex then
9628 local apex_name = self.mods.cast_on_apex
9629 local apex_def = abilities[apex_name]
9630 if apex_def then
9631 local carrier = apex_def.carrier
9632 -- Self_area abilities cast in the air don't hit anyone
9633 if carrier ~= 'self_area' then
9634 if carrier == 'aimed_area' or carrier == 'melee' then
9635 an:add(area(rock_x, rock_y, {ability = apex_name, color = apex_def.color, mods = self.mods, edition = (self.source_orb and self.source_orb.edition) or ability_edition_override or 0}))
9636 an.camera.shake:shake(3, 0.15)
9637 else
9638 local src = self.source_orb or orbs[1]
Read (E:\a327ex\Orblike\main.lua)
9638 local src = self.source_orb or orbs[1]
9639 local aim_r = math.angle_to_point(rock_x, rock_y, an.camera.mouse.x, an.camera.mouse.y)
9640 if src then src:activate(apex_name, {x = rock_x, y = rock_y, r = aim_r}) end
9641 end
9642 end
9643 end
9644 end
9645 end
This one has special handling (skips self_area since it's in the air). I'll update it to use the helper but keep the self_area exclusion:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
All trigger locations now use fire_triggered_ability which strips cast_on_expire, cast_on_apex, and cast_on_tick from the child's mods. Test it.
Great, everything works actually. Any more modifiers to test for this?
Looking at the interactions list, the remaining untested ones that should actually do something are:
- chain — I listed it as "no practical effect" since pierce is infinite, but it's worth verifying it truly doesn't cause issues
- null_conversion was tested
- cast_on_expire and cast_on_apex were tested
- trigger_while_channelling — auto-fires as secondary on a channeling orb
Everything else is "no effect" (area, duration, beam, melee, strike, formation modifiers). Those don't need testing since piercing_arrow has no code paths for them.
The one worth a quick test: trigger_while_channelling with a channeling ability. Want me to set up one orb with piercing_arrow + trigger_while_channelling alongside a channeling ability like beam, or are you satisfied and ready to move on to arrow_barrage?
Sure, try it.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Hold mouse1 to channel beam on orb 1. Orb 2 should auto-fire piercing_arrow while you're channeling. Test it.
No piercing arrows are being fired at all
Grep (trigger_while_channelling|trigger_while_channel)
4457: if is_active and mods.trigger_while_channelling then
7038: local auto_trigger = mods.trigger_while_channelling and any_formation and slot.cooldown <= 0
10590:orbs[2]:add_modifier('trigger_while_channelling', true) -- 2: auto-fires while beam is held
Read (E:\a327ex\Orblike\main.lua)
7030 local def = abilities[slot.name]
7031 if def and def.activation == 'manual' then
7032 slot.cooldown = math.max((slot.cooldown or 0) - dt, 0)
7033 local pressed = false
7034 if slot.bind then
7035 if slot.bind.mouse then pressed = an:mouse_is_pressed(slot.bind.mouse) end
7036 if slot.bind.key then pressed = an:key_is_pressed(slot.bind.key) end
7037 end
7038 local auto_trigger = mods.trigger_while_channelling and any_formation and slot.cooldown <= 0
7039 if auto_trigger then
7040 pressed = true
7041 end
7042 if pressed and slot.cooldown <= 0 then
7043 slot.cooldown = auto_trigger and def.cooldown*4 or def.cooldown
7044 if mods.ability_copy then
7045 for _, o in ipairs(orbs) do
7046 o:activate(slot.name)
7047 end
7048 end
7049 end
7050 end
7051 end
7052 end
7053 self.in_formation = any_formation
7054 if any_formation and not was_in_formation then
7055 sfx('formation_activate4', volumes.formation_activate4)
7056 elseif not any_formation and was_in_formation then
7057 sfx('formation_deactivate2', volumes.formation_deactivate2)
7058 end
7059 if not any_formation and orb_formation_owner == self then
The issue: trigger_while_channelling checks any_formation — it only auto-fires when a formation (lance/wall/snake/deploy) is active, not when beam is channeling. Beam uses activation = 'hold' but its carrier is 'beam', not a formation.
Read (E:\a327ex\Orblike\main.lua)
7000 add_shockwave(closest_orb.x, closest_orb.y, true, 0.5)
7001 end
7002 end
7003 end
7004 end
7005 end
7006
7007 local mx, my = an.camera.mouse.x, an.camera.mouse.y
7008 local dx, dy = mx - deploy_target_x, my - deploy_target_y
7009 local d = math.length(dx, dy)
7010 local deploy_speed = 60
7011 if d > 1 then
7012 deploy_target_x = deploy_target_x + dx/d*deploy_speed*dt
7013 deploy_target_y = deploy_target_y + dy/d*deploy_speed*dt
7014 end
7015 end
7016 end
7017 end
7018 end
7019 end
7020 -- Check orbs for active channeled abilities that affect player turn rate
7021 for _, o in ipairs(orbs) do
7022 if o.psylance_active then
7023 local odef = abilities[o:primary_ability()]
7024 if odef and odef.turn_rate then self.turn_rate = odef.turn_rate end
7025 end
7026 end
7027 -- Pass 2: manual abilities
7028 for _, slot in ipairs(self.slots) do
7029 if slot.type == 'ability' then
... [5 more lines]
Grep (any_formation)
6938: local any_formation = false
6952: any_formation = true
7038: local auto_trigger = mods.trigger_while_channelling and any_formation and slot.cooldown <= 0
7053: self.in_formation = any_formation
7054: if any_formation and not was_in_formation then
7056: elseif not any_formation and was_in_formation then
7059: if not any_formation and orb_formation_owner == self then
Read (E:\a327ex\Orblike\main.lua)
6938 local any_formation = false
6939 local was_in_formation = self.in_formation or false
6940 local mods = self:get_mods()
6941 -- Pass 1: hold abilities (formations)
6942 for _, slot in ipairs(self.slots) do
6943 if slot.type == 'ability' then
6944 local def = abilities[slot.name]
6945 if def and def.activation == 'hold' then
6946 local down = mods.always_channel or false
6947 if not down and slot.bind then
6948 if slot.bind.mouse then down = an:mouse_is_down(slot.bind.mouse) end
6949 if slot.bind.key then down = an:key_is_down(slot.bind.key) end
6950 end
6951 if down then
6952 any_formation = true
6953 orb_formation = def.formation
6954 orb_formation_owner = self
6955 if def.speed_mult then
6956 local sm = def.speed_mult
6957 if mods.unstoppable and sm < 1 then sm = 1 end
any_formation is set when any activation = 'hold' ability is active. Beam is activation = 'hold', so it should set any_formation = true. But beam doesn't have def.formation — it has carrier = 'beam'. Let me check if that matters...
Looking at line 6952: any_formation = true is set for ANY hold ability that's down, regardless of whether it has def.formation. So beam being held should set any_formation = true.
The issue might be that trigger_while_channelling is on the player's mods, but it's on orb 2's modifier. Let me check — mods at line 6940 is self:get_mods() on the player. But trigger_while_channelling is on the orb, not the player.
Read (E:\a327ex\Orblike\main.lua)
7027 -- Pass 2: manual abilities
7028 for _, slot in ipairs(self.slots) do
7029 if slot.type == 'ability' then
7030 local def = abilities[slot.name]
7031 if def and def.activation == 'manual' then
7032 slot.cooldown = math.max((slot.cooldown or 0) - dt, 0)
7033 local pressed = false
7034 if slot.bind then
7035 if slot.bind.mouse then pressed = an:mouse_is_pressed(slot.bind.mouse) end
7036 if slot.bind.key then pressed = an:key_is_pressed(slot.bind.key) end
7037 end
7038 local auto_trigger = mods.trigger_while_channelling and any_formation and slot.cooldown <= 0
7039 if auto_trigger then
7040 pressed = true
7041 end
7042 if pressed and slot.cooldown <= 0 then
7043 slot.cooldown = auto_trigger and def.cooldown*4 or def.cooldown
7044 if mods.ability_copy then
7045 for _, o in ipairs(orbs) do
7046 o:activate(slot.name)
7047 end
7048 end
7049 end
7050 end
7051 end
This is in the player's update loop (self.slots = player slots). The player's slots have formation abilities (lance, wall, snake, deploy). The player doesn't have piercing_arrow — orbs do. This code only auto-triggers manual abilities in the player's slots, not orb abilities.
The trigger_while_channelling check for orb abilities must be elsewhere. Let me look:
Read (E:\a327ex\Orblike\main.lua)
4450 if ability_name and ability_has_tag(ability_name, 'channeling') then
4451 local primary_def = abilities[ability_name]
4452 local mods = p1:get_mods()
4453 for _, slot in ipairs(self.slots) do
4454 if slot.type == 'modifier' then mods[slot.name] = slot.value end
4455 end
4456 local is_active = self.beam_active or self.cyclone_active
4457 if is_active and mods.trigger_while_channelling then
4458 if not self.channel_trigger_timer then self.channel_trigger_timer = 0 end
4459 self.channel_trigger_timer = self.channel_trigger_timer + dt
4460 for _, sec_name in ipairs(self:secondary_abilities()) do
4461 local sec_def = abilities[sec_name]
4462 if sec_def then
4463 local trigger_rate = primary_def.trigger_rate or 4
4464 local sec_cooldown = (sec_def.cooldown or 0.5)*trigger_rate
4465 if self.channel_trigger_timer >= sec_cooldown then
4466 self.channel_trigger_timer = self.channel_trigger_timer - sec_cooldown
4467 self:activate(sec_name)
4468 end
4469 end
4470 end
4471 elseif not is_active then
4472 self.channel_trigger_timer = nil
4473 end
4474 end
4475
4476 -- Null movement trail on orb (flicker or asal dash)
4477 local null_trail_active = (self.flicker_is_null and self.flicker_active) or (self.asal_is_null and self.asal_lerping) or (self.dash_strike_is_null and self.dash_strike_lerping)
4478 if null_trail_active then
4479 if not self.null_trail then self.null_trail = {} end
The trigger_while_channelling on orbs checks self:secondary_abilities(). The orb with trigger_while_channelling needs to be the SAME orb that's channeling, and the piercing_arrow needs to be a secondary ability on that orb. Currently beam is on orb 1 and piercing_arrow is on orb 2 — they're separate orbs.
The test setup needs both abilities on the same orb — beam as primary (channeling) and piercing_arrow as secondary:
Grep (secondary_abilities|add_secondary)
1134:function orb:secondary_abilities()
3698: for _, sec_name in ipairs(self:secondary_abilities()) do
4460: for _, sec_name in ipairs(self:secondary_abilities()) do
Read (E:\a327ex\Orblike\main.lua)
1134 function orb:secondary_abilities()
1135 local primary = self:primary_ability()
1136 local result = {}
1137 for _, slot in ipairs(self.slots) do
1138 if slot.type == 'ability' and slot.name ~= primary then
1139 table.insert(result, slot.name)
1140 end
1141 end
1142 return result
1143 end
1144
1145 function orb:activate(override_ability, override_pos)
1146 local ability_name = override_ability or self:primary_ability()
1147 if not ability_name then return end
1148 local def = abilities[ability_name]
Right — orb needs two abilities: beam as primary, piercing_arrow as secondary. Let me fix the test setup:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Hold mouse1 to channel beam on orb 1 — it should auto-fire piercing_arrow while channeling. Test it.
It is firing piercing arrow, but at a fairly slow rate, what's the rate now?
Looking at the code at line 4463-4464:
local trigger_rate = primary_def.trigger_rate or 4
local sec_cooldown = (sec_def.cooldown or 0.5)*trigger_rate
Beam has trigger_rate = 4, piercing_arrow has cooldown = 0.6. So the auto-fire cooldown is 0.6 * 4 = 2.4 seconds between shots. That's quite slow.
Want me to lower the trigger_rate multiplier, or is the piercing_arrow cooldown itself what should change?
We recently decided on a rule that most things involving ticks would use a simple "1 in N" system. Let's just try 1 every 8 ticks, regardless of the ability's cooldown for now.
Read (E:\a327ex\Orblike\main.lua)
4456 local is_active = self.beam_active or self.cyclone_active
4457 if is_active and mods.trigger_while_channelling then
4458 if not self.channel_trigger_timer then self.channel_trigger_timer = 0 end
4459 self.channel_trigger_timer = self.channel_trigger_timer + dt
4460 for _, sec_name in ipairs(self:secondary_abilities()) do
4461 local sec_def = abilities[sec_name]
4462 if sec_def then
4463 local trigger_rate = primary_def.trigger_rate or 4
4464 local sec_cooldown = (sec_def.cooldown or 0.5)*trigger_rate
4465 if self.channel_trigger_timer >= sec_cooldown then
4466 self.channel_trigger_timer = self.channel_trigger_timer - sec_cooldown
4467 self:activate(sec_name)
4468 end
4469 end
4470 end
4471 elseif not is_active then
4472 self.channel_trigger_timer = nil
4473 end
4474 end
4475
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Fires every 8 ticks (at 120Hz that's ~15 shots per second). Test it.
That's too fast, I mean tick not as in update, but damage tick.
Grep (beam.tick|tick.beam|beam_tick)
1006:beam_tick_timer = 0
3320: self.beam_tick_timer = 0
3393: self.beam_tick_timer = self.beam_tick_timer + dt
3455: an:sound_handle_set_pitch(self.beam_drone_handle, tick_speed_ratio)
3471: if self.beam_tick_timer >= tick_rate then
3472: self.beam_tick_timer = self.beam_tick_timer - tick_rate
3477: if do_tick then self.beam_expire_counter = self.beam_expire_counter + 1 end
3622: if do_tick then self.spring:pull('beam_tip', 0.5, 4, 0.6) end
3625: if do_tick then self.beam_tip_flash = 1 end
3693: -- Cast on expire: fire secondary abilities at beam endpoint every N ticks
3694: if do_tick and mods.cast_on_expire and self.beam_expire_counter % mods.cast_on_expire == 0 then
3704: -- Source effects on tick (once, not per beam)
7060: beam_tick_timer = 0
Read (E:\a327ex\Orblike\main.lua)
3471 if self.beam_tick_timer >= tick_rate then
3472 self.beam_tick_timer = self.beam_tick_timer - tick_rate
3473 do_tick = true
3474 end
3475 -- Cast on expire counter
3476 if not self.beam_expire_counter then self.beam_expire_counter = 0 end
3477 if do_tick then self.beam_expire_counter = self.beam_expire_counter + 1 end
3478
3479 -- Chain setup for beam
3480 local beam_chain_count = mods.chain or 0
So beam_expire_counter already counts damage ticks. I'll hook the trigger_while_channelling into that same counter:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now fires every 8 beam damage ticks. Beam tick_rate is 0.15s, so that's every 1.2 seconds. Test it.
Perfect. Everything works. What's the next ability?
Arrow barrage. I already added the ability definition earlier (it's still in the code). Let me implement it fully now.
Arrow Barrage — fires 5 arrows in rapid succession (0.06s delay between each) with slight angle jitter. Each arrow is a normal projectile that dies on first enemy hit or wall hit. All projectile modifiers apply to each individual arrow in the burst.
The on_hit is identical to piercing_arrow (damage + knockback + hit effects) but without inherent pierce.
Read (E:\a327ex\Orblike\main.lua)
938 arrow_barrage = {
939 activation = 'manual',
940 tags = {'projectile', 'physical'},
941 cooldown = 1.5,
942 color = fg_color,
943 fire_sound = 'caustic_arrow_fire',
944 barrage_count = 5,
945 barrage_delay = 0.06,
946 barrage_jitter = math.pi/16,
947 },
948 righteous_fire = {
949 activation = 'toggle',
Definition is there. Let me update it to use the arrow sounds, and add wall_hit_sounds:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now I need to add the barrage firing logic. The default projectile path fires all shots at once. For barrage, I need to fire the same shot pattern N times with delays and jitter. Let me add this in the projectile firing block:
Read (E:\a327ex\Orblike\main.lua)
1788 last_proj = projectile(shot.x, shot.y, {ability = ability_name, color = def.color, r = shot.r, mods = mods, source_orb = self})
1789 an:add(last_proj)
1790 end
1791
1792 if def.fire_sound then
1793 sfx(def.fire_sound, volumes[def.fire_sound])
1794 end
1795 if def.fire_sound_2 then
1796 sfx(def.fire_sound_2, volumes[def.fire_sound_2])
1797 end
1798
1799 an.camera.shake:push(r, 3)
1800 if is_null then
1801 self.spring:pull('main', 0.5)
1802 else
1803 p1.spring:pull('shoot', 0.25)
1804 p1.flashing = true
1805 p1.timer:after(0.15, 'flash', function() p1.flashing = false end)
1806 end
1807 for _, shot in ipairs(shots) do
1808 an:add(hit_circle(shot.x, shot.y, {radius = 7, duration = 0.2}))
1809 for i = 1, 2 do
1810 an:add(hit_particle(shot.x, shot.y, {
1811 angle = shot.r + an.random:float(-math.pi/4, math.pi/4),
1812 velocity = an.random:float(40, 200),
1813 duration = an.random:float(0.3, 0.6),
1814 w = an.random:choice({6, 8}),
1815 }):change_color(0.5, pc:clone()))
1816 end
1817 if def.projectile_shape == 'arc' and last_proj then
... [10 more lines]
I'll add the barrage logic right after the shots are built and before they're fired. The barrage repeats the entire shot pattern N times with delay and jitter:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now I need to close the fire_shots function and add the barrage logic. Let me find where the shot effects end:
Read (E:\a327ex\Orblike\main.lua)
1826 }):change_color(0.5, pc:clone()))
1827 end
1828 end
1829 end
1830 end
1831
1832 -- Orb-level ability_copy: broadcast to all other orbs via player
1833 if not override_ability then
1834 local has_copy = false
1835 for _, slot in ipairs(self.slots) do
1836 if slot.type == 'modifier' and slot.name == 'ability_copy' then has_copy = true; break end
1837 end
1838 if has_copy then
1839 local copy_idx = 0
1840 local copy_stagger = 0.08
The end at line 1829 closes the for _, shot loop, and line 1830 closes... let me check the indentation more carefully. I need to close fire_shots, then call it with barrage logic:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now add the on_hit handler for arrow_barrage:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Add to ability_names:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now set up the test with arrow_barrage on orb 1:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Test it — all 6 orbs fire arrow_barrage (5 arrows each with slight jitter, 0.06s between each).
Default projectile speed should be higher, there should be less jitter in terms of angle but more interms of initial speed. Like they should behave more like parallel projectile do, but a little randomly.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now add the speed jitter to the barrage firing logic:
Grep (barrage_shots[#barrage_shots)
1844: barrage_shots[#barrage_shots + 1] = {x = shot.x, y = shot.y, r = shot.r + an.random:float(-jitter, jitter)}
Read (E:\a327ex\Orblike\main.lua)
1838 if def.barrage_count and def.barrage_count >= 2 then
1839 local jitter = def.barrage_jitter or 0
1840 for b = 1, def.barrage_count - 1 do
1841 self.timer:after(b*def.barrage_delay, function()
1842 local barrage_shots = {}
1843 for _, shot in ipairs(shots) do
1844 barrage_shots[#barrage_shots + 1] = {x = shot.x, y = shot.y, r = shot.r + an.random:float(-jitter, jitter)}
1845 end
1846 fire_shots(barrage_shots)
1847 end)
1848 end
1849 end
1850 end
1851
1852 -- Orb-level ability_copy: broadcast to all other orbs via player
I need to pass the speed jitter into the projectile. The projectile constructor reads def.projectile_speed — I can pass a speed multiplier per-shot. Let me add a speed_mult arg to the projectile and apply it in the barrage:
Read (E:\a327ex\Orblike\main.lua)
7237 if self.edition and self.edition > 0 then
7238 game:shader_set_float(draw_shader, 'u_edition', self.edition)
7239 game:shader_set_float(draw_shader, 'u_time', an.time)
7240 end
7241 game:push(draw_x, draw_y, self.r + self.visual_r, self.sx*s, self.sy*s)
7242 game:rounded_rectangle(-self.w/2, -self.h/2, self.w, self.h, 2, c)
7243 game:pop()
7244 if self.edition and self.edition > 0 then
7245 game:shader_set_float(draw_shader, 'u_edition', 0)
7246 end
Read (E:\a327ex\Orblike\main.lua)
7232 if self.charge_shake then
7233 draw_x = draw_x + an.random:float(-self.charge_shake, self.charge_shake)
7234 draw_y = draw_y + an.random:float(-self.charge_shake, self.charge_shake)
7235 end
7236 -- Per-object edition on player
7237 if self.edition and self.edition > 0 then
7238 game:shader_set_float(draw_shader, 'u_edition', self.edition)
7239 game:shader_set_float(draw_shader, 'u_time', an.time)
7240 end
7241 game:push(draw_x, draw_y, self.r + self.visual_r, self.sx*s, self.sy*s)
Let me find the projectile speed setup:
Read (E:\a327ex\Orblike\main.lua)
7238 game:shader_set_float(draw_shader, 'u_edition', self.edition)
7239 game:shader_set_float(draw_shader, 'u_time', an.time)
7240 end
7241 game:push(draw_x, draw_y, self.r + self.visual_r, self.sx*s, self.sy*s)
7242 game:rounded_rectangle(-self.w/2, -self.h/2, self.w, self.h, 2, c)
7243 game:pop()
7244 if self.edition and self.edition > 0 then
7245 game:shader_set_float(draw_shader, 'u_edition', 0)
7246 end
7247 end
7248
7249
7250 -- Projectile carrier
7251 -- Strip trigger mods and fire a linked ability from a position
7252 function fire_triggered_ability(name, x, y, mods, source_orb)
Read (E:\a327ex\Orblike\main.lua)
7270
7271 projectile = object:extend()
7272 function projectile:new(x, y, args)
7273 object.new(self)
7274 self:tag('projectile')
7275 self.x, self.y = x, y
7276 self.r = args.r or 0
7277 self.ability = args.ability
7278 self.color = args.color
7279 self.mods = args.mods or {}
Read (E:\a327ex\Orblike\main.lua)
7281 self.al = ability_layer
7282 local def = abilities[self.ability]
7283 self.w = (def and def.projectile_height) or 10
7284 self.h = (def and def.projectile_width) or 4
7285 self.base_w = self.w
7286 self.base_h = self.h
7287 self.base_speed = (def and def.projectile_speed) or 190
7288 self.speed = self.base_speed
7289 if self.mods['projectile_speed+'] then self.speed = self.speed*1.2 end
7290 if self.mods['projectile_speed++'] then self.speed = self.speed*1.5 end
7291 if self.mods['projectile_speed+++'] then self.speed = self.speed*2.0 end
7292 if self.mods['projectile_speed-'] then self.speed = self.speed*0.9 end
7293 if self.mods['projectile_speed--'] then self.speed = self.speed*0.75 end
7294 if self.mods['projectile_speed---'] then self.speed = self.speed*0.5 end
7295 self.arc_shape = def and def.projectile_shape == 'arc'
I'll add a speed_mult arg to the projectile constructor:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now update fire_shots to pass speed_mult and the barrage logic to include speed jitter. First, update fire_shots to accept a speed_mult per shot:
Grep (last_proj = projectile(shot)
1791: last_proj = projectile(shot.x, shot.y, {ability = ability_name, color = def.color, r = shot.r, mods = mods, source_orb = self})
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now update the barrage logic to add speed jitter and also add lateral offset like parallel:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now arrows fire at 250 base speed, with slight angle jitter (pi/48 ≈ 3.75°), ±30% speed variation, and ±4px lateral offset per shot. Test it.
Their speed is also random now? It shouldn't be, or should have very little speed variation. random between 0 and -+8 px lateral offset
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Speed jitter down to ±5%, lateral offset ±8px. Test it.
No angle jitter
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
6 projectiles fired, double cooldown
Edit (E:\a327ex\Orblike\main.lua)
<tool_use_error>Found 3 matches of the string to replace, but replace_all is false. To replace all occurrences, set replace_all to true. To replace only one occurrence, please provide more context to uniquely identify the instance.
String: cooldown = 1.5,</tool_use_error>
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
6 projectiles, 3s cooldown.
2 cooldown, update interactions.md with this ability and then let's test all the interactions 6 at a time
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now add to interactions.md and tags.md:
Edit (E:\a327ex\Orblike\tags.md)
The file E:\a327ex\Orblike\tags.md has been updated successfully.
Edit (E:\a327ex\Orblike\interactions.md)
The file E:\a327ex\Orblike\interactions.md has been updated successfully.
Now set up batch 1 of interaction tests:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Batch 1:
- Base — plain barrage
- spread(3) — fan of 3 per volley
- parallel(3) — 3 parallel per volley
- nova — 8 directions per volley
- back + sides — forward + back + sides per volley
- homing — each arrow homes
Test it.
Next 6, let's increase the wall hit sounds a little, or, decrease the decay per distance
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Wall hit sound decay reduced (full volume up to 500px, min 15%). Batch 2:
- pierce(3) — each arrow pierces 3 enemies
- chain(3) — each arrow chains 3 times
- knockback+++ — strong knockback per arrow
- ability_echo(3) — entire barrage fires 3 times
- near_return — arrows travel to 50 range then return
- returning_arc — arrows curve then return
Test it.
Next 6
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Batch 3:
- null_conversion — fires from orb position, purple
- ability_copy — all orbs fire barrage
- cast_on_expire(fireball) — fireball on each arrow death
- cast_on_apex + mid_return — frost_nova at turning point
- projectile_speed+++ — 2x speed
- projectile_speed--- — 0.5x speed
Test it.
Next 6
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Batch 4:
- homing + homing_force+ — strong homing
- homing + homing_delay++ — delayed homing (1s)
- spread(3) + returning_arc — fan of arcing arrows
- infinite_chain — each arrow chains forever
- trigger_while_channelling — auto-fires barrage while beam held (hold R)
- spread(3) + pierce(5) — fan that pierces
Test it.
Seems like it's all working fine. What's the next ability? Tell me ebfore you implement it
Next is Rotating Turret — a stationary turret that periodically shoots 4 arrows from its 4 sides, exactly like SNKRX's Sentry.
The turret would be:
- Spawned at the player's position (or aimed position) when cast
- Stationary, persists for a duration
- Rotates slowly
- Every N ticks, fires 4 projectiles at 90° intervals from its current rotation
- Each projectile is a normal arrow (same on_hit as piercing_arrow/arrow_barrage)
- Turret eventually expires (blinks then dies, like SNKRX)
Tags would be projectile, physical, duration — duration because the turret persists, projectile because it fires projectiles.
Key design questions:
- Carrier — this needs a new carrier type (like
'turret') since it's not a standard projectile fire or area - Placement — fire at player position? Or aimed at mouse position?
- Duration — how long should it last? SNKRX turrets last quite a while
- Fire rate — how often does it shoot its 4 arrows?
- Should modifiers like spread/nova apply to the turret's shots, or to how many turrets are spawned? For instance, does
spread(3)mean 3 turrets, or each turret fires a fan instead of 4 cardinal arrows?
This would be the first summon ability, actually. I don't know if the tag we decided on was summon, construct or something else. Carrier - construct/summon. Placement - mouse target position with a max range. Duration - 6 seconds at first. Fire rate - every 1 second let's say. The modifiers apply to the turret's shots, not how many are spawned or their position. This is for the projectile_nova. For the general nova one (not tied to projectile) then it applies to both. projectile_spread 3 means each of the 4 source positions fires 3 projectiles, 12 total. spread 3 means 3 turrets spawned in spread pattern, and then each also fires 3 projectiles from the 4 source positions. Same logic applies to the other modifiers. This will also be an ability that uses a charge system, so every 4 seconds a new charge is added, up to a maximum of 3, and then when you press the key you can immediately use a charge, press again immediately use another. A charge consists of a single cast, but if modified by other abilities like the ones we just discussed or ability echo, then it will end up spawning multiple turrets per charge. Makes sense? Any questions?
Makes sense. A few questions:
Tag name — should I call it
summon,construct, or something else? This will be the tag on both the ability and future summon-type modifiers.Charge system — should I build this as a general system any ability can opt into (like
charges = 3, charge_time = 4on the ability def), or hardcode it for this ability? Flicker_strike already has a charge concept but it works differently.Max placement range — what range from the player? Something like 150 (similar to windfield)?
Turret rotation speed — any preference, or just pick something that looks good?
The general modifiers (spread, nova, etc.) affecting turret placement — spread(3) places 3 turrets in a fan pattern from the player toward the mouse. What about parallel? 3 turrets side by side perpendicular to the aim direction? And nova = 8 turrets in a ring around the player?
- Research documents to see if we decided on anything.
- General system, yes. "charges" is a general concept that will mean different things based on the ability I think, but the most common use case should be this one that I described for this ability.
- Yea similar to windfield
- Same as SNKRX
- Yes
Agent
[
{
"type": "text",
"text": "Excellent! I now have comprehensive information. Let me create a final summary based on all my findings.\n\n## Summary Report: Summon/Construct/Turret Ability Terminology Decision\n\nBased on my thorough search of the Orblike project's design documents, here are the findings:\n\n### Decision Made: **\"deploy\"**\n\nThe ability has been formally named **`deploy`** in the system. This is documented across multiple key design files:\n\n1. **tags.md (Line 48):** Officially listed as an ability with tags: `area, channeling, formation, orb`\n\n2. **interactions.md (Line 846):** Documented as:\n ```\n ## deploy (area, channeling, formation, orb)\n Formation (hold): orbs scatter to target area via Poisson disc.\n ```\n\n3. **main.lua (Lines 820-827):** Implemented as:\n ```lua\n deploy = {\n ...\n formation = 'deploy',\n ...\n deploy_radius = 64,\n }\n ```\n\n### Broader Terminology Context\n\nThe project distinguishes between several related concepts:\n\n- **\"deploy\"** \u2014 The actual ability name in code (the orb scatter/formation ability)\n- **\"totem\" (CTM)** \u2014 A Carrier-Transforming Modifier (from ability_design_reference.md line 31-32): \"Any manual ability is auto-cast by an autonomous stationary totem\"\n- **\"turret\"** \u2014 Used descriptively in examples (e.g., RoR2 Engineer turrets, Isaac turret) but not as an ability tag\n- **\"summon\"** \u2014 Discussed as a carrier type in ability_design_reference.md (line 30) with \"Low direct, Very High inherited\" design space\n- **\"sentry\"** \u2014 Mentioned in todo.md as a class fantasy (\"Engineer\" class drops sentries) but uses the \"totem\" implementation\n\n### Key Design Decision (ability_design_reference.md, lines 31-32)\n\nThe design document explicitly states:\n```\n| ~~Deployable~~ | ~~Autonomous stationary entity~~ | ~~Low direct, Very High inherited~~ | \n**\u2192 Now a CTM (Totem). Totem + Fireball = fire turret.** |\n```\n\nThis shows that \"Deployable\" was reclassified as **\"Totem\"** (a Carrier-Transforming Modifier), and the actual ability in the system is called **\"deploy\"**.\n\n### Files Checked\n- \u2713 tags.md\n- \u2713 interactions.md \n- \u2713 ORBS.md (part of orbs/ folder)\n- \u2713 ability_reference.md\n- \u2713 ability_design_reference.md\n- \u2713 system_design.md\n- \u2713 orblike_ability_system.md\n- \u2713 todo.md\n- \u2713 main.lua (implementation)\n\n**Conclusion:** The official tag name decided on is **`deploy`**."
}
]
Good findings. So:
- Tag/carrier name: The design docs reclassified "Deployable" as "Totem" (a carrier-transforming modifier). But this rotating turret is a standalone ability, not a modifier. I think
summonorconstructas a tag makes more sense here since "deploy" is already taken by the orb scatter formation. - SNKRX Sentry rotation:
math.pirad/s (180°/s, half rotation per second) - SNKRX Sentry fire rate: every 2.75–3.5s
- 4 projectiles: 90° apart starting from current rotation angle, offset 1.6× shape width from center, speed 200
Since the design docs used "totem" for the carrier-transforming modifier concept and you said this is the first "summon" ability — do you want the tag to be summon, construct, or totem? Or something else entirely?
construct
Got it. Here's the full design before I implement:
rotating_turret
- Tags:
projectile, physical, construct, duration - Carrier:
construct - Activation:
charges— 1 charge every 4s, max 3 charges, each press uses 1 charge - Placement: at mouse position, max range 150
- Duration: 6s, blinks then dies
- Rotation: π rad/s (180°/s, same as SNKRX)
- Fire rate: every 1s, fires 4 arrows at 90° intervals from current rotation
- Each arrow is a normal projectile (same on_hit as piercing_arrow/arrow_barrage)
- Arrow sounds: same as piercing_arrow (fire + wall hit)
Modifier behavior:
projectile_spread(3): each of 4 sides fires 3 arrows = 12 total per volleyspread(3): 3 turrets in fan + each side fires 3 arrowsprojectile_nova: overrides the 4-side pattern with 8 directionsnova: 8 turrets in ring + 8 directions eachpierce/chain/homing/etc: applies to each fired arrowduration+: extends turret lifetimeability_echo: re-triggers entire cast (more turrets with delay)
This is a big one — new charge system, new construct carrier, new turret object. I'll implement it now.
Also missing "charges" tag, other than that everything seems fine, fire rate every 2.5s instead
Starting with the ability definition, charge system, construct carrier, and turret object.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Add to ability_names:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now I need to add the charge system. Let me look at how abilities are activated in orbs and where the cooldown logic lives:
Read (E:\a327ex\Orblike\main.lua)
7080 end
7081 local auto_trigger = mods.trigger_while_channelling and any_formation and slot.cooldown <= 0
7082 if auto_trigger then
7083 pressed = true
7084 end
7085 if pressed and slot.cooldown <= 0 then
7086 slot.cooldown = auto_trigger and def.cooldown*4 or def.cooldown
7087 if mods.ability_copy then
7088 for _, o in ipairs(orbs) do
7089 o:activate(slot.name)
7090 end
7091 end
7092 end
7093 end
7094 end
7095 end
7096 self.in_formation = any_formation
7097 if any_formation and not was_in_formation then
7098 sfx('formation_activate4', volumes.formation_activate4)
7099 elseif not any_formation and was_in_formation then
7100 sfx('formation_deactivate2', volumes.formation_deactivate2)
7101 end
7102 if not any_formation and orb_formation_owner == self then
7103 for _, slot in ipairs(self.slots) do
7104 if slot.type == 'ability' then self.speed_buffs[slot.name] = nil end
7105 end
7106 orb_formation = 'orbit'
7107 orb_formation_owner = nil
7108 beam_active = false
7109 beam_tick_timer = 0
Read (E:\a327ex\Orblike\main.lua)
7065 if o.psylance_active then
7066 local odef = abilities[o:primary_ability()]
7067 if odef and odef.turn_rate then self.turn_rate = odef.turn_rate end
7068 end
7069 end
7070 -- Pass 2: manual abilities
7071 for _, slot in ipairs(self.slots) do
7072 if slot.type == 'ability' then
7073 local def = abilities[slot.name]
7074 if def and def.activation == 'manual' then
7075 slot.cooldown = math.max((slot.cooldown or 0) - dt, 0)
7076 local pressed = false
7077 if slot.bind then
7078 if slot.bind.mouse then pressed = an:mouse_is_pressed(slot.bind.mouse) end
7079 if slot.bind.key then pressed = an:key_is_pressed(slot.bind.key) end
7080 end
7081 local auto_trigger = mods.trigger_while_channelling and any_formation and slot.cooldown <= 0
7082 if auto_trigger then
7083 pressed = true
7084 end
I need to add a third pass for charge-based abilities after the manual ability pass. Let me find the right spot:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now I need to add the construct carrier to the activate function. Let me find where the carriers are handled:
Grep (elseif def.carrier == 'big_rock')
1680: elseif def.carrier == 'big_rock' then
Read (E:\a327ex\Orblike\main.lua)
1738 source_orb = self,
1739 fire_sound = def.fire_sound, area_sound = def.area_sound,
1740 }))
1741 end
1742 end
1743 end
1744 if def.fire_sound then sfx(def.fire_sound, volumes[def.fire_sound]) end
1745 an.camera.shake:push(r, 3)
1746 p1.spring:pull('shoot', 0.25)
1747
Read (E:\a327ex\Orblike\main.lua)
1747
1748 elseif def.carrier == 'random' then
1749 local pool = def.pool or {}
1750 if #pool > 0 then
1751 local chosen = an.random:choice(pool)
I'll add the construct carrier before the random carrier:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now I need to actually trigger the activate from the charge system. Let me go back to the charge code I added and call activate:
Grep (pressed and slot.charges)
7184: if pressed and slot.charges > 0 then
Read (E:\a327ex\Orblike\main.lua)
7160 if mods.ability_copy then
7161 for _, o in ipairs(orbs) do
7162 o:activate(slot.name)
7163 end
7164 end
7165 end
7166 -- Charge-based abilities
7167 elseif def and def.activation == 'charges' then
7168 -- Accumulate charges over time
7169 if not slot.charges then slot.charges = def.max_charges or 1 end
7170 if not slot.charge_timer then slot.charge_timer = 0 end
7171 if slot.charges < (def.max_charges or 1) then
7172 slot.charge_timer = slot.charge_timer + dt
7173 if slot.charge_timer >= (def.charge_time or 4) then
7174 slot.charge_timer = slot.charge_timer - (def.charge_time or 4)
7175 slot.charges = slot.charges + 1
7176 end
7177 end
7178 -- Fire on press if charges available
7179 local pressed = false
7180 if slot.bind then
7181 if slot.bind.mouse then pressed = an:mouse_is_pressed(slot.bind.mouse) end
7182 if slot.bind.key then pressed = an:key_is_pressed(slot.bind.key) end
7183 end
7184 if pressed and slot.charges > 0 then
7185 slot.charges = slot.charges - 1
7186 end
7187 end
7188 end
7189 end
... [5 more lines]
Wait — this charge code is in the player's update loop (self.slots = player slots). But turret abilities will be on orbs, not the player. Let me check — the manual ability pass at line 7070 is also on self.slots which is the player. The orb abilities are triggered differently.
Let me find where orb abilities get triggered:
Grep (orb_input_down|orb.pressed|orb.keybind)
996:orb_keybinds = {
1005:function orb_input_down(slot)
1006: local bind = orb_keybinds[slot]
1013:function orb_input_pressed(slot)
1014: local bind = orb_keybinds[slot]
2422: if not self.dash_strike_lerping and orb_input_down(self.slot) and self.cooldown <= 0 then
2444: if orb_input_down(self.slot) and self.cooldown <= 0 then
3250: if orb_input_down(self.slot) and self.cooldown <= 0 then
3431: if orb_input_down(self.slot) and self.cooldown <= 0 then
3437: if orb_input_down(self.slot) or mods.always_channel then
[Showing results with pagination = limit: 10]
Read (E:\a327ex\Orblike\main.lua)
1013 function orb_input_pressed(slot)
1014 local bind = orb_keybinds[slot]
1015 if not bind then return false end
1016 if bind.mouse then return an:mouse_is_pressed(bind.mouse) end
1017 if bind.key then return an:key_is_pressed(bind.key) end
1018 return false
1019 end
1020
1021 -- Orb
1022 orb_min_orbit = 16
1023 orb_max_orbit = 64
1024 snake_trail = {}
1025 snake_trail_dist = 0
1026 beam_active = false
1027 beam_tick_timer = 0
1028 beam_current_length = 0
1029 beam_segments = 10
1030 deploy_target_x, deploy_target_y = 0, 0
1031 deploy_active = false
1032 deploy_points = {}
1033 deploy_elapsed = 0
1034 deploy_radius_scale = 1
1035 deploy_magnetic_timer = 0
1036 deploy_magnetic_interval = 0.5
1037
1038 -- Cubic bezier: returns x, y at parameter t (0-1) given 4 control points
1039 math.cubic_bezier = function(t, x0, y0, x1, y1, x2, y2, x3, y3)
1040 local u = 1 - t
1041 local uu, tt = u*u, t*t
1042 local uuu, ttt = uu*u, tt*t
Now let me find where the orb activates its manual ability on press:
Grep (orb_input_pressed.activate|activate.orb_input_pressed)
No matches found
Grep (orb_input_pressed)
1013:function orb_input_pressed(slot)
3972: if orb_input_pressed(self.slot) then
Read (E:\a327ex\Orblike\main.lua)
3968 p1.active_movement_mods = nil
3969 end
3970 end
3971 elseif def and def.activation == 'toggle' and def.carrier == 'toggle_area' then
3972 if orb_input_pressed(self.slot) then
3973 if not self.toggle_area_active then
3974 -- Activate
3975 self.toggle_area_active = true
3976 local startup_mods = p1:get_mods()
3977 for _, s in ipairs(self.slots) do
3978 if s.type == 'modifier' then startup_mods[s.name] = s.value end
3979 end
3980 local is_null = ability_has_tag(ability_name, 'null') or startup_mods.null_conversion
3981 self.toggle_area_is_null = is_null
3982 if is_null then
3983 an:add(slightly_jagged_line(p1, self, {anim_duration = self.activation_delay, src_color = purple, dst_color = purple, edition = orb_ed}))
3984 else
3985 an:add(slightly_jagged_line(self, p1, {anim_duration = self.activation_delay, src_color = def.color, dst_color = def.color, edition = orb_ed}))
3986 end
3987 self.flashing = true
Let me find where manual orb abilities are triggered — the main fire logic:
Grep (cooldown <= 0.activate|activate.cooldown)
No matches found
Grep (self.cooldown <= 0)
2422: if not self.dash_strike_lerping and orb_input_down(self.slot) and self.cooldown <= 0 then
2444: if orb_input_down(self.slot) and self.cooldown <= 0 then
3250: if orb_input_down(self.slot) and self.cooldown <= 0 then
3431: if orb_input_down(self.slot) and self.cooldown <= 0 then
Read (E:\a327ex\Orblike\main.lua)
3248 local charge_src = charging_null and self or p1
3249
3250 if orb_input_down(self.slot) and self.cooldown <= 0 then
3251 -- Start or continue charging
3252 if not self.asal_charging then
3253 self.asal_charging = true
3254 self.asal_charge_time = 0
3255 if not charging_null then p1.speed_buffs.asal = 0.4 end
3256 self.asal_charge_handle = sfx_handle('charging_loop', volumes.charging_loop)
3257 sfx_set_looping(self.asal_charge_handle, true)
3258 end
3259 self.asal_charge_time = self.asal_charge_time + dt
3260 local charge_t = math.clamp(self.asal_charge_time/3.0, 0, 1)
3261 -- Face mouse while charging
3262 local mx, my = an.camera.mouse.x, an.camera.mouse.y
OK so orb abilities are triggered in the orb's own update code (which is a big if/elseif chain). The manual abilities without special carriers fire from the default path where cooldown is checked. Let me find that:
Read (E:\a327ex\Orblike\main.lua)
3429 elseif def and def.activation == 'manual' then
3430 self.cooldown = math.max(self.cooldown - dt, 0)
3431 if orb_input_down(self.slot) and self.cooldown <= 0 then
3432 self:activate()
3433 self.cooldown = def.cooldown
3434 end
3435 elseif def and def.activation == 'hold' and def.carrier == 'beam' then
3436 local mods = p1:get_mods()
3437 if orb_input_down(self.slot) or mods.always_channel then
3438 if not self.beam_active and not self.beam_starting then
3439 self.beam_starting = true
3440 self.beam_active = false
3441 self.beam_tick_timer = 0
3442 self.beam_current_length = 0
3443 -- Startup line + effects
3444 local startup_mods = p1:get_mods()
3445 for _, s in ipairs(self.slots) do
3446 if s.type == 'modifier' then startup_mods[s.name] = s.value end
3447 end
3448 local startup_null = ability_has_tag('beam', 'null') or startup_mods.null_conversion
Line 3429-3434: the manual ability path. I need to add a charges path after it. Let me add it:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now remove the charge code from the player's update (it was for player slots, but charges should be on orbs):
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now create the rotating_turret object. I'll put it right before the wall_arrow class:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now set up test orbs:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Test it — press any orb key to place a turret at mouse position (up to 3 charges, recharges every 4s). Turret rotates at π rad/s, fires 4 arrows every 2.5s, lasts 6s then blinks and dies.
Show the charges visually below the orb (or player, if the ability is on the player) as equally space little dots with the color of the orb (or player)
Grep (function orb:draw|orb.draw.function)
No matches found
The orb draws during its update. Let me find where:
Grep (orb.circle.self.rs|orb.rectangle.self.w)
No matches found
Grep (ability_layer:circle.self.x.self.y.*self.rs)
4678: ability_layer:circle(self.x, self.y, self.rs*s, c)
Read (E:\a327ex\Orblike\main.lua)
4670 end
4671 end
4672 -- Clear trail once all points expired
4673 if #self.null_trail == 0 then self.null_trail = nil end
4674 end
4675
4676 local s = self.spring.main.x
4677 local c = self.flashing and fg_color() or fg_color()
4678 ability_layer:circle(self.x, self.y, self.rs*s, c)
4679
4680 -- Reset per-orb edition
4681 if orb_ed > 0 then
4682 ability_layer:shader_set_float(draw_shader, 'u_edition', 0)
4683 end
4684 end
4685
4686 -- Orb management
4687 orbs = {}
4688 function add_orb()
4689 local o = orb({slot = #orbs + 1, orbit_offset = an.random:float(0, 2*math.pi)})
Now I'll add charge dots below the orb after its circle draw:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Charge dots appear below each orb — filled dots for available charges, dark dots for spent ones. Test it.
Not a circle, a 1px rectangle.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
The rotating turret should be draw as two thick lines with rounded edges, so two rounded rectangles that form a cross/x.
Grep (Draw turret body)
8854: -- Draw turret body: square with 4 lines indicating fire directions
Read (E:\a327ex\Orblike\main.lua)
8854 -- Draw turret body: square with 4 lines indicating fire directions
8855 ability_layer:push(self.x, self.y, self.r, s, s)
8856 ability_layer:rounded_rectangle(-self.w/2, -self.w/2, self.w, self.w, 2, c)
8857 for i = 0, self.directions - 1 do
8858 local a = i*(math.pi*2/self.directions)
8859 ability_layer:line(0, 0, self.w*1.2*math.cos(a), self.w*1.2*math.sin(a), 1, c)
8860 end
8861 ability_layer:pop()
8862 if orb_ed > 0 then
8863 ability_layer:shader_set_float(draw_shader, 'u_edition', 0)
8864 end
8865 end
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Two crossed rounded rectangles forming an X/cross shape. Test it.
Perfect, now bigger size. Dot for charges should be size 2 instea dof 1.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Bigger roundness on the rectangles, what's the duration of the turrets in SNKRX?
Grep (after.dead.true|after.self.dead|0.8.2.*hidden)
No matches found
Grep (sentry.dead|sentry.duration|turret.dead|turret.duration|Sentry.*after)
No matches found
Read (E:\a327ex\Orblike\reference\SNKRX\player.lua)
3099 Sentry = Object:extend()
3100 Sentry:implement(GameObject)
3101 Sentry:implement(Physics)
3102 function Sentry:init(args)
3103 self:init_game_object(args)
3104 self:set_as_rectangle(6, 6, 'static', 'player')
3105 self:set_restitution(0.5)
3106 self.hfx:add('hit', 1)
3107
3108 self.t:after(15*(self.parent.conjurer_buff_m or 1), function()
3109 local n = n or random:int(3, 4)
3110 for i = 1, n do HitParticle{group = main.current.effects, x = self.x, y = self.y, r = random:float(0, 2*math.pi), color = self.color} end
3111 HitCircle{group = main.current.effects, x = self.x, y = self.y}:scale_down()
3112 self.dead = true
3113
3114 if self.parent.construct_instability then
3115 camera:shake(2, 0.5)
3116 local n = (self.parent.construct_instability == 1 and 1) or (self.parent.construct_instability == 2 and 1.5) or (self.parent.construct_instability == 3 and 2) or 1
3117 Area{group = main.current.effects, x = self.x, y = self.y, r = self.r, w = self.parent.area_size_m*48, color = self.color, dmg = n*self.parent.dmg*self.parent.area_dmg_m, parent = self.parent}
3118 _G[random:table{'cannoneer1', 'cannoneer2'}]:play{pitch = random:float(0.95, 1.05), volume = 0.5}
3119 end
3120 end)
3121
3122 self.t:every({2.75, 3.5}, function()
3123 self.hfx:use('hit', 0.25, 200, 10)
3124 local r = self.r
3125 local n = random:bool((main.current.ranger_level == 2 and 16) or (main.current.ranger_level == 1 and 8) or 0) and 4 or 1
3126 for j = 1, n do
3127 self.t:after((j-1)*0.1, function()
3128 for i = 1, 4 do
15 seconds base duration (multiplied by conjurer_buff_m).
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
SNKRX sentry lasts 15 seconds. Ours is currently 6s. Want me to increase it?
Yea do 12s for ours
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
What's the sound used in SNKRX for spawning the turret?
Read (E:\a327ex\Orblike\reference\SNKRX\player.lua)
3140 local enemies = self:get_objects_in_shape(Circle(self.x, self.y, 96), main.current.enemies)
3141 if #enemies > 0 then
3142 for _, enemy in ipairs(enemies) do
3143 enemy.taunted = self
3144 enemy.t:after(4, function() enemy.taunted = false end, 'taunt')
3145 end
3146 end
3147 end
3148
3149 if self.parent.rearm then
3150 self.t:after(0.25, function()
3151 self.hfx:use('hit', 0.25, 200, 10)
3152 local r = self.r
3153 for i = 1, 4 do
3154 archer1:play{pitch = random:float(0.95, 1.05), volume = 0.35}
3155 HitCircle{group = main.current.effects, x = self.x + 0.8*self.shape.w*math.cos(r), y = self.y + 0.8*self.shape.w*math.sin(r), rs = 6}
3156 local t = {group = main.current.main, x = self.x + 1.6*self.shape.w*math.cos(r), y = self.y + 1.6*self.shape.w*math.sin(r), v = 200, r = r, color = self.color,
3157 dmg = self.parent.dmg*(self.parent.conjurer_buff_m or 1), character = 'sentry', parent = self.parent, ricochet = self.parent.level == 3 and 2 or 0}
3158 Projectile(table.merge(t, mods or {}))
3159 r = r + math.pi/2
3160 end
3161
3162 if self.parent.taunt and random:bool((self.parent.taunt == 1 and 10) or (self.parent.taunt == 2 and 20) or (self.parent.taunt == 3 and 30)) then
3163 local enemies = self:get_objects_in_shape(Circle(self.x, self.y, 96), main.current.enemies)
3164 if #enemies > 0 then
3165 for _, enemy in ipairs(enemies) do
3166 enemy.taunted = self
3167 enemy.t:after(4, function() enemy.taunted = false end, 'taunt')
3168 end
3169 end
... [30 more lines]
The sentry doesn't have a specific spawn sound. Let me check where the sentry is created:
Grep (Sentry{)
615-
616- elseif self.character == 'sentry' then
617- self.t:every(7, function()
618: Sentry{group = main.current.main, x = self.x, y = self.y, color = self.color, parent = self, level = self.level}
619- end, nil, nil, 'spawn')
620-
621- elseif self.character == 'bane' then
Grep (turret_deploy)
117: turret_deploy = Sound('321215__hybrid-v__sci-fi-weapons-deploy.ogg', s)
Grep (turret_deploy)
3204- self.color = orange[0]
3205- self.attack_sensor = Circle(self.x, self.y, 256)
3206: turret_deploy:play{pitch = 1.2, volume = 0.2}
3207-
3208- self.t:every({2.75, 3.5}, function()
The Sentry (the 4-directional one) has no spawn sound. The Turret (the aimed one, Engineer class) uses turret_deploy which is 321215__hybrid-v__sci-fi-weapons-deploy.ogg — a sci-fi deploy sound.
That sound is used for the Turret, not the Sentry. The Sentry just spawns silently. Want to use the turret_deploy sound, or pick something else?
Let's try PM_GENERIC_Slash03_P1_Cast.wav as the cast sound for constructs in general
Bash (find /e/a327ex/Orblike/assets -name "PM_GENERIC_Slash03" 2>/dev/null)
/e/a327ex/Orblike/assets/PM_GENERIC_Slash03_P1_Cast.wav
Bash (ffmpeg -i "PM_GENERIC_Slash03_P1_Cast.wav" -c:a libvorbis -q:a 10 "PM_GENERIC_Sl...)
[out#0/ogg @ 0000012acd9d6900] video:0KiB audio:72KiB subtitle:0KiB other streams:0KiB global headers:4KiB muxing overhead: 6.872549%
size= 77KiB time=00:00:00.99 bitrate= 634.0kbits/s speed=26.4x elapsed=0:00:00.03
[out#0/ogg @ 0000022ec6a4bec0] video:0KiB audio:87KiB subtitle:0KiB other streams:0KiB global headers:4KiB muxing overhead: 5.744901%
size= 92KiB time=00:00:00.99 bitrate= 756.2kbits/s speed=23.5x elapsed=0:00:00.04
[Parsed_volumedetect_0 @ 0000027262b46980] mean_volume: -18.4 dB
-18.4 dB → 0.5 * 10^((-24-(-18.4))/20) = 0.5 * 10^(-5.6/20) = 0.5 * 0.525 = 0.26
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now add the cast sound to the construct carrier:
Grep (Spawn turrets at each position)
1803: -- Spawn turrets at each position
Read (E:\a327ex\Orblike\main.lua)
1814 if def.fire_sound then sfx(def.fire_sound, volumes[def.fire_sound]) end
1815 if def.fire_sound_2 then sfx(def.fire_sound_2, volumes[def.fire_sound_2]) end
1816 an.camera.shake:push(r, 3)
1817 if is_null then
1818 self.spring:pull('main', 0.5)
1819 else
1820 p1.spring:pull('shoot', 0.25)
1821 p1.flashing = true
1822 p1.timer:after(0.15, 'flash', function() p1.flashing = false end)
1823 end
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Test it.
Remove the second fire sound from turret shot alone
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Have the creator of a turret have a similar effect as when enemies are spawned visually
Grep (enemy_spawn|enemy.spawn.effect|spawn.*visual)
10: enemy_spawn = 0.59,
109:-- enemy_spawn (Buff 13): -25.4 dB -> 0.59
137:an:sound('enemy_spawn', 'assets/Buff 13.ogg')
496: {'enemy_spawn', 'assets/Buff 13'},
8581: sfx('enemy_spawn', volumes.enemy_spawn)
Read (E:\a327ex\Orblike\main.lua)
8570 self:add(collider('enemy', 'dynamic', 'box', 14, 6))
8571 self.collider:set_gravity_scale(0)
8572 self.collider:set_fixed_rotation(true)
8573 self.collider:set_position(self.x, self.y)
8574 self.collider:set_linear_damping(3)
8575
8576 self:add(timer())
8577 self:add(spring())
8578 self.spring:add('main', 1)
8579
8580 -- Spawn effect: spring pop + flash + hit_circle + particles (dark variant)
8581 sfx('enemy_spawn', volumes.enemy_spawn)
8582 self.spring:pull('main', 0.75, 3, 0.7)
8583 self.flashing = true
8584 self.timer:after(0.15, 'flash', function() self.flashing = false end)
8585 an:add(hit_circle(self.x, self.y, {radius = 10, duration = 0.3}):change_color(0.5, red:clone()))
8586 for i = 1, 4 do
8587 an:add(hit_particle(self.x, self.y, {velocity = an.random:float(100, 200), duration = an.random:float(0.2, 0.4)}):change_color(0.6, red:clone()))
8588 end
8589 end
8590
8591 function seeker:push(r, force, duration)
8592 duration = duration or 0.5
8593 self.pushed = true
8594 self.collider:set_linear_damping(6)
Now add a similar spawn effect to the turret constructor, using the turret's color instead of red:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Test it — turret now pops in with a spring, flash, hit circle, and 4 particles in the edition color.
Enemies should physically collide with the turret and be slightly pushed away when they hit it, just like they are slightly pushed away when the player makes physical contact with them, although with smaller force/push.
Grep (physics_collision|physics_sensor)
No matches found
Grep (physics_collision|physics_sensor|physics_tag)
4721:an:physics_tag('player')
4722:an:physics_tag('enemy')
4723:an:physics_tag('projectile')
4724:an:physics_tag('orb')
4725:an:physics_tag('rock_fragment')
4726:an:physics_collision('player', 'enemy')
4727:an:physics_collision('rock_fragment', 'rock_fragment')
4728:an:physics_tag('wall')
4729:an:physics_collision('player', 'wall')
4730:an:physics_collision('enemy', 'wall')
4731:an:physics_collision('rock_fragment', 'wall')
4732:an:physics_sensor('projectile', 'enemy')
4733:an:physics_sensor('projectile', 'wall')
4734:an:physics_sensor('orb', 'enemy')
[result-id: r1]
Now let me see how player-enemy collision pushes enemies:
Grep (Player-enemy collision|collision_begin_events.player.enemy)
10954: -- Player-enemy collision (skip during dash_strike)
10955: for _, event in ipairs(an:collision_begin_events('player', 'enemy')) do
Read (E:\a327ex\Orblike\main.lua)
10954 -- Player-enemy collision (skip during dash_strike)
10955 for _, event in ipairs(an:collision_begin_events('player', 'enemy')) do
10956 if p1.dash_strike_active then goto skip_contact end
10957 local p, e = event.a, event.b
10958 local r = math.angle_to_point(p.x, p.y, e.x, e.y)
10959 local contact_force = 6
10960 if p.active_movement_mods then
10961 local m = p.active_movement_mods
10962 local bonus = 0
10963 if m['knockback+++'] then bonus = 15
10964 elseif m['knockback++'] then bonus = 10
10965 elseif m['knockback+'] then bonus = 6 end
10966 if bonus > 0 then
10967 contact_force = contact_force + bonus
10968 end
10969 end
10970 e:push(r, contact_force)
10971 sfx('player_hit', volumes.player_hit)
10972 p.spring:pull('hit', 0.2)
10973 p.flashing = true
10974 p.timer:after(0.1, 'flash', function() p.flashing = false end)
10975 an:add(hit_circle(event.point_x, event.point_y, {radius = 6, duration = 0.15}))
10976 for i = 1, an.random:int(1, 2) do
10977 an:add(hit_particle(event.point_x, event.point_y, {velocity = an.random:float(60, 120), duration = an.random:float(0.1, 0.3)}))
10978 end
[result-id: r2]
I need to add a construct physics tag, set up collision between construct and enemy, and add a collider to the turret. Then handle the collision events:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now add a collider to the turret:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now add the collision handling. Let me find where the player-enemy collision handler ends:
Read (E:\a327ex\Orblike\main.lua)
10976 sfx('player_hit', volumes.player_hit)
10977 p.spring:pull('hit', 0.2)
10978 p.flashing = true
10979 p.timer:after(0.1, 'flash', function() p.flashing = false end)
10980 an:add(hit_circle(event.point_x, event.point_y, {radius = 6, duration = 0.15}))
10981 for i = 1, an.random:int(1, 2) do
10982 an:add(hit_particle(event.point_x, event.point_y, {velocity = an.random:float(60, 120), duration = an.random:float(0.1, 0.3)}))
10983 end
10984 ::skip_contact::
10985 end
[result-id: r3]
Read (E:\a327ex\Orblike\main.lua)
10985 end
10986
10987 -- Projectile-enemy hit
10988 for _, event in ipairs(an:sensor_begin_events('projectile', 'enemy')) do
10989 local proj, e = event.a, event.b
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Turret now has a static collider — enemies physically collide with it and get pushed away with force 3 (half the player's contact force of 6). The turret also gets a small spring pull on impact. Test it.
Perfect. Now let's update interactions.md and then test with all modifiers.
Edit (E:\a327ex\Orblike\tags.md)
The file E:\a327ex\Orblike\tags.md has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Orblike\interactions.md)
The file E:\a327ex\Orblike\interactions.md has been updated successfully. (file state is current in your context — no need to Read it back)
Now set up batch 1 of interaction tests:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Batch 1:
- Base — plain turret
- projectile_spread(3) — each of 4 sides fires 3 = 12 arrows/volley
- spread(3) — 3 turrets in fan + each fires spread arrows
- projectile_nova — 8 directions instead of 4
- nova — 8 turrets in ring + 8 directions each
- homing — turret arrows home toward enemies
Test it.
Shouldn't be able to spawn turrets inside walls, they should just limit themselves to the closest wall in that direction. Should also have a max spawn range, like windfield and similar mouse targetted abilities.
Grep (max_range.mouse|aimed_area.range|windfield.range|clamp.mouse)
No matches found
Grep (aimed_area|construct_range)
718: carrier = 'aimed_area',
953: construct_range = 150,
1235: -- Shared area scale factor (used by melee, self_area, aimed_area)
1410: elseif def.carrier == 'aimed_area' then
1415: local function spawn_aimed_area()
1454: spawn_aimed_area()
1459: self.timer:after(w*echo_delay, function() spawn_aimed_area() end)
1754: local construct_range = def.construct_range or 150
1756: local dist = math.min(math.distance(fire_x, fire_y, an.camera.mouse.x, an.camera.mouse.y), construct_range)
7392: if carrier == 'self_area' or carrier == 'aimed_area' or carrier == 'melee' then
7546: -- self_area/aimed_area/melee spawn area directly since activate would place them on the player.
7552: if carrier == 'self_area' or carrier == 'aimed_area' or carrier == 'melee' then
[result-id: r4]
Good, the construct carrier already has construct_range = 150 and clamps the distance. Now I need to add a raycast to stop at walls. Let me read the construct carrier placement code:
Read (E:\a327ex\Orblike\main.lua)
1754 local construct_range = def.construct_range or 150
1755 local aim_r = r
1756 local dist = math.min(math.distance(fire_x, fire_y, an.camera.mouse.x, an.camera.mouse.y), construct_range)
1757 local positions = {}
1758
1759 local s_nova = mods.nova
1760 local s_spread = mods.spread
1761 local s_back = mods.back
1762 local s_sides = mods.sides
1763 if s_nova then
1764 for i = 0, 7 do
1765 positions[#positions + 1] = {r = aim_r + i*math.pi/4}
1766 end
1767 else
1768 if s_spread and s_spread >= 2 then
1769 local n = s_spread
1770 local fan = math.pi/6 + (n - 2)*math.pi/12
1771 for i = 1, n do
1772 local t = (i - 1)/(n - 1)
1773 positions[#positions + 1] = {r = aim_r + fan*(t - 0.5)}
1774 end
1775 else
1776 positions[#positions + 1] = {r = aim_r}
1777 end
1778 if s_back then positions[#positions + 1] = {r = aim_r + math.pi} end
1779 if s_sides then
1780 positions[#positions + 1] = {r = aim_r + math.pi/2}
1781 positions[#positions + 1] = {r = aim_r - math.pi/2}
1782 end
1783 end
... [26 more lines]
I need to raycast from fire_x, fire_y toward the target position and clamp at the wall. I'll do this per-position, using the raycast to find the closest wall hit along each direction:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now turrets raycast toward the target position and stop 8 pixels before the wall. Test it.
Add these ideas to todo:
Spell casting method that has you turn around x times with the mouse to cast the spell Another method that has you walk through waypoints that appear to cast it Another that requires touching walls Another that requires staying still --- this one might cast it once after standing still for x seconds, or might cast it repeatedly as a fake channelling ability, or maybe both types exist
Read (E:\a327ex\Orblike\todo.md)
1 # To Do
2
3 ## Next Session
4 - **Wall shader refinement** — The wall_gradient.frag shader is functional but needs visual verification and improvement. See `reference/map_visual_system.md` for full technical details. Priorities:
5 1. Verify per-pixel symbol coloring works (symbols should have gradient color variation within a single symbol)
6 2. Make colors more "chromatic" — explore hue shifts, color animations, JoJo-inspired bold palette effects
7 3. Consider animating the gradient (slowly shifting colors, pulsing, palette cycling triggered by game events)
8 4. ~~The `map_gen_wall_distances()` is slow (~1-2s)~~ — Fixed: scale 4→8, edge bucketing, squared distances. Now ~180ms.
9 - **Arrow abilities** — Divine Arrow Machine (sustained rapid-fire arrows with reload). Physical ranged archetype.
10 - **Sound sourcing** — Need better charging loop sound and windfield area sound. Requires new sound packs.
11
12 ## Recently Implemented
13 - ~~**Per-orb edition visuals**~~ — Each orb can have its own edition (ruby, emerald, polychrome, etc.). Edition colors applied via draw shader per-primitive to orb circles, ability lines/areas/beams, projectiles, trails, and particles. Removed unused multi-layer system. Done.
14 - ~~**Wall collision for line abilities**~~ — Beams, railgun, and psylance clip at walls. Wall impact spawns hit circle + particles. Railgun preview line also clips. Done.
15 - ~~**Particle edition colors**~~ — Comprehensive sweep: all ability-related particles (muzzle, hit, chain, beam tip, area damage, etc.) now use edition colors via `ability_particle_color()`. Done.
16 - ~~**Multi-orb channeling fix**~~ — Cyclone, beam, and flicker no longer clear player state when a different orb's instance is inactive. Only the orb that activated the channel cleans up. Done.
17 - ~~**Formation key separation**~~ — Formations use dedicated keys (1,2,3,4) separate from orb keybinds. Formations are player-only abilities; regular abilities are orb-only. Done.
18 - ~~**Snake formation mouse steering**~~ — Snake now turns toward mouse instead of left/right key steering. Done.
19 - ~~**Performance: spatial hash**~~ — Enemy spatial hash for steering_separate and homing path building. Seeker separation: 9.4ms→1.3ms. Beam homing: 6ms→0.1ms. Done.
20 - ~~**Performance: psylance/beam optimizations**~~ — Bounding box early rejection for psylance enemy pull and beam damage ticks. Single raycast for psylance wall clip. Done.
21 - ~~**Performance: map generation**~~ — Distance field scale 4→8, edge bucketing, squared distances. ~1-2s→~180ms. Done.
22 - ~~**Big Rock testing**~~ — null_conversion, ability_copy, ability_echo all verified working. Done.
23 - ~~**Visual/aural polish pass**~~ — Reviewed all abilities. Fixed beam endpoint, wind slash style, railgun/psylance line visuals, cyclone sounds, windfield area sound. Done.
24 - ~~**Unstoppable modifier**~~ — Prevents movement speed reduction. Player-level = global, orb-level = that orb's ability only. Done.
25 - ~~**Dash Strike post-landing lock**~~ — Player locked in place during hit sequence. Bypassed by unstoppable. Done.
26 - ~~**Arc chain count**~~ — Bumped from 3 to 6. Done.
27 - ~~**Ball Lightning tick rate**~~ — Uses sub-ability cooldown directly (no 2x multiplier). Done.
28 - ~~**Shared homing path system**~~ — `build_homing_path()` used by beam and railgun. Done.
29 - ~~**Righteous Fire**~~ — Toggle fire aura. Done.
30 - ~~**Wind Slash**~~ — Spinning crescent projectile with return (was "Freezing Pulse"). Done.
... [284 more lines]
Read (E:\a327ex\Orblike\todo.md)
Edit (E:\a327ex\Orblike\todo.md)
The file E:\a327ex\Orblike\todo.md has been updated successfully. (file state is current in your context — no need to Read it back)
Done. Added under a new "Alternative Casting Methods" section in System Ideas. Now back to testing rotating_turret — let me also check that the current test setup is still batch 1:
Grep (orbs[1]:add_ability)
10920:orbs[1]:add_ability('rotating_turret') -- 1: base (no mods)
Still on batch 1. Were you done testing that, or still need to run it?
The projectiles from the rotating turret somehow don't deal damage to enemies
Grep (piercing_arrow.*arrow_barrage|self.ability == 'piercing)
995: 'piercing_arrow', 'arrow_barrage', 'rotating_turret',
7906: elseif self.ability == 'piercing_arrow' or self.ability == 'arrow_barrage' then
The on_hit handler checks for piercing_arrow or arrow_barrage but not rotating_turret. The turret fires projectiles with ability = self.ability which is 'rotating_turret', so they fall through the on_hit chain without dealing damage.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Test it.
It all works, next tests
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Batch 2:
- pierce(3) — turret arrows pierce 3 enemies
- chain(3) — turret arrows chain 3 times
- knockback+++ — strong knockback per arrow
- ability_echo(3) — 3 turrets placed with delay
- duration+++ — 2x turret lifetime (24s)
- returning_arc — turret arrows curve and return
Test it.
Everything works, next 6.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Batch 3:
- null_conversion — fires from orb position, purple
- ability_copy — all orbs place turrets
- cast_on_expire(fireball) — fireball on each turret arrow death
- projectile_speed+++ — 2x arrow speed
- parallel(3) — 3 turrets side by side + parallel arrows
- back + sides — turrets behind/sides + arrows in all those directions
Test it.
cast_on_expire should refer to the turret, not the projectile it casts, so it should cast fireball when the turret expires
Grep (Blink then die)
8767: -- Blink then die
[Request interrupted by user]
Actually, let's have it refer to both the turret death AND projectile death
So cast_on_expire fires the linked ability both when a turret arrow dies (wall hit/range) AND when the turret itself expires. Let me add it to the turret's death:
Read (E:\a327ex\Orblike\main.lua)
8767 -- Blink then die
8768 self.timer:after(self.duration, function()
8769 self.timer:every(0.05, function() self.hidden = not self.hidden end, 7, function() self:kill() end)
8770 end)
8771 end
8772
8773 function rotating_turret:update(dt)
8774 self.elapsed = self.elapsed + dt
[result-id: r7]
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now cast_on_expire fires on both turret arrow death (from the projectile:die code) and turret expiry. I'll also update interactions.md:
Edit (E:\a327ex\Orblike\interactions.md)
The file E:\a327ex\Orblike\interactions.md has been updated successfully. (file state is current in your context — no need to Read it back)
Test it.
Parallel still allowing some turret to be inside the walls, I think the same might be true for spread
The raycast only checks along the main aim direction per position, but parallel offsets turrets perpendicular to that direction — the offset positions aren't raycasted against walls. Same issue for spread positions at different angles.
I need to raycast each final position individually, not just the base direction:
Read (E:\a327ex\Orblike\main.lua)
1785 local s_parallel = mods.parallel
1786 local final_positions = {}
1787 for _, pos in ipairs(positions) do
1788 -- Raycast to clamp at wall
1789 local pos_dist = dist
1790 local ray_x = fire_x + construct_range*math.cos(pos.r)
1791 local ray_y = fire_y + construct_range*math.sin(pos.r)
1792 local hit = an:raycast(fire_x, fire_y, ray_x, ray_y, {'wall'})
1793 if hit then
1794 local wall_dist = math.distance(fire_x, fire_y, hit.point_x, hit.point_y) - 8
1795 pos_dist = math.min(pos_dist, wall_dist)
1796 end
1797 pos_dist = math.max(pos_dist, 0)
1798 local tx = fire_x + pos_dist*math.cos(pos.r)
1799 local ty = fire_y + pos_dist*math.sin(pos.r)
1800 if s_parallel and s_parallel >= 2 then
1801 local spacing = 30
1802 local total = spacing*(s_parallel - 1)
1803 for p = 1, s_parallel do
1804 local offset = total*((p - 1)/(s_parallel - 1) - 0.5)
1805 local perp_r = pos.r + math.pi/2
1806 final_positions[#final_positions + 1] = {x = tx + offset*math.cos(perp_r), y = ty + offset*math.sin(perp_r)}
1807 end
1808 else
1809 final_positions[#final_positions + 1] = {x = tx, y = ty}
1810 end
1811 end
1812
1813 -- Spawn turrets at each position
1814 for _, pos in ipairs(final_positions) do
... [1 more lines]
I'll move the wall check to after all positions are computed, raycasting each final position from the fire point:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now every final position (including parallel offsets and spread angles) gets its own raycast to clamp at walls. Test it.
OK, next tests
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Batch 4:
- infinite_chain — turret arrows chain forever
- homing + homing_force+ — strong homing arrows
- cast_on_apex + near_return — frost_nova at arrow turning point
- spread(3) + pierce(3) — 3 turrets, each with piercing arrows
- projectile_speed--- — slow arrows
- trigger_while_channelling — auto-places turrets while beam held (hold T)
Test it.
trigger while channelling spawning should still respect charges
Grep (channel_trigger_tick|channel_last_trigger|beam_expire_counter.*% 8)
No matches found
Grep (trigger_while_channelling)
4609: if is_active and mods.trigger_while_channelling then
7201: local auto_trigger = mods.trigger_while_channelling and any_formation and slot.cooldown <= 0
10945:orbs[6]:add_modifier('trigger_while_channelling', true) -- 6: auto-place turrets while channeling beam
[result-id: r9]
Read (E:\a327ex\Orblike\main.lua)
4605 for _, slot in ipairs(self.slots) do
4606 if slot.type == 'modifier' then mods[slot.name] = slot.value end
4607 end
4608 local is_active = self.beam_active or self.cyclone_active
4609 if is_active and mods.trigger_while_channelling then
4610 if self.beam_expire_counter and self.beam_expire_counter > 0 and self.beam_expire_counter % 8 == 0 then
4611 if self.beam_expire_counter ~= self.channel_last_trigger then
4612 self.channel_last_trigger = self.beam_expire_counter
4613 for _, sec_name in ipairs(self:secondary_abilities()) do
4614 self:activate(sec_name)
4615 end
4616 end
4617 end
4618 elseif not is_active then
4619 self.channel_last_trigger = nil
4620 end
4621 end
4622
4623 -- Null movement trail on orb (flicker or asal dash)
4624 local null_trail_active = (self.flicker_is_null and self.flicker_active) or (self.asal_is_null and self.asal_lerping) or (self.dash_strike_is_null and self.dash_strike_lerping)
4625 if null_trail_active then
4626 if not self.null_trail then self.null_trail = {} end
4627 local last = self.null_trail[#self.null_trail]
4628 if not last or math.distance(last.x, last.y, self.x, self.y) > 2 then
4629 table.insert(self.null_trail, {x = self.x, y = self.y, t = an.time})
[result-id: r10]
The issue is that self:activate(sec_name) calls the orb's activate directly, bypassing the charge check. I need to check charges before activating:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now trigger_while_channelling consumes a charge before placing each turret, and stops when charges run out. Test it.
Now it's not spawning the turret at all, I believe because sec_def is the beam ability and it doesn't have charges? Or maybe something else
The problem is that the charge system only runs for the primary ability in the orb update. When rotating_turret is a secondary ability (beam is primary), the charge timer never ticks and self.charges is never initialized.
I need to accumulate charges for secondary abilities too:
Read (E:\a327ex\Orblike\main.lua)
4600
4601 -- General trigger while channelling: works for any active channeling ability
4602 if ability_name and ability_has_tag(ability_name, 'channeling') then
4603 local primary_def = abilities[ability_name]
4604 local mods = p1:get_mods()
4605 for _, slot in ipairs(self.slots) do
4606 if slot.type == 'modifier' then mods[slot.name] = slot.value end
4607 end
4608 local is_active = self.beam_active or self.cyclone_active
4609 if is_active and mods.trigger_while_channelling then
4610 if self.beam_expire_counter and self.beam_expire_counter > 0 and self.beam_expire_counter % 8 == 0 then
4611 if self.beam_expire_counter ~= self.channel_last_trigger then
4612 self.channel_last_trigger = self.beam_expire_counter
4613 for _, sec_name in ipairs(self:secondary_abilities()) do
4614 local sec_def = abilities[sec_name]
4615 if sec_def and sec_def.activation == 'charges' then
4616 if self.charges and self.charges > 0 then
4617 self.charges = self.charges - 1
4618 self:activate(sec_name)
4619 end
4620 else
4621 self:activate(sec_name)
4622 end
4623 end
4624 end
[result-id: r11]
I need to add charge accumulation for secondary abilities. I'll add it right before the trigger_while_channelling block:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now update the trigger_while_channelling to use sec_charges instead of self.charges:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now secondary charge-based abilities accumulate charges independently and trigger_while_channelling consumes them. Test it.
Seems like it works, any more tests?
The remaining untested modifiers that should have an effect:
- near_return / mid_return / far_return on turret arrows — tested via cast_on_apex combo
- chain_range — only matters with chain, minor
- projectile_parallel on turret arrows (vs parallel which spawns turrets) — not tested yet
Everything else is "no effect" modifiers. I think one quick combo test would be good:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Batch 5 (final):
- projectile_parallel(3) — 3 parallel arrows per direction (turret count unchanged)
- projectile_back + projectile_sides — extra arrow directions (turret count unchanged)
- spread(3) + homing + duration+++ — big combo
- nova + cast_on_expire(earthquake) — 8 turrets, each explodes with earthquake on death
- mid_return — arrows travel to 100 range then return
- ability_copy — all orbs place turrets
Test it.
Returning projectiles are returning to the player instead of the turret
Grep (returning_range.return.p1|return.target.p1|return_target)
2115: return -target_dist*math.cos(p1.r), -target_dist*math.sin(p1.r)
7536: self.return_target = self.mods.null_conversion and self.source_orb or nil
7679: local rt = self.return_target
Read (E:\a327ex\Orblike\main.lua)
7530
7531 -- Inherent return: travel to max_range then come back
7532 if def and def.inherent_return and self.max_range then
7533 self.returning_range = self.max_range
7534 if self.mods.near_return then self.returning_range = self.returning_range*0.5 end
7535 if self.mods.far_return then self.returning_range = self.returning_range*1.5 end
7536 self.return_target = self.mods.null_conversion and self.source_orb or nil
7537 self.returning_offset_x = x - p1.x
7538 self.returning_offset_y = y - p1.y
7539 self.returning_phase = false
[result-id: r12]
Read (E:\a327ex\Orblike\main.lua)
7480 self.infinite_chain = self.mods.infinite_chain
7481 if self.chain or self.infinite_chain then
7482 self.chain_remaining = self.chain or 0
7483 self.chain_hits = {}
7484 self.chain_range = 120
7485 if self.mods['chain_range+'] then self.chain_range = self.chain_range*1.2 end
7486 if self.mods['chain_range++'] then self.chain_range = self.chain_range*1.5 end
7487 if self.mods['chain_range+++'] then self.chain_range = self.chain_range*2.0 end
7488 end
7489
7490 if not (def and def.inherent_return) then
7491 if self.mods.near_return or self.mods.mid_return or self.mods.far_return then
7492 self.returning_range = 100
7493 if self.mods.near_return then self.returning_range = 50 end
7494 if self.mods.far_return then self.returning_range = 150 end
[result-id: r13]
Read (E:\a327ex\Orblike\main.lua)
7490 if not (def and def.inherent_return) then
7491 if self.mods.near_return or self.mods.mid_return or self.mods.far_return then
7492 self.returning_range = 100
7493 if self.mods.near_return then self.returning_range = 50 end
7494 if self.mods.far_return then self.returning_range = 150 end
7495 self.returning_offset_x = x - p1.x
7496 self.returning_offset_y = y - p1.y
7497 self.returning_phase = false
7498 self.returning_elapsed = 0
7499 self.returning_out_duration = self.returning_range/self.base_speed
7500 self.speed_mult = 1
7501 self.visual_spin = 0
7502 end
7503 end
7504
[result-id: r14]
The return offset is computed relative to p1 (the player). I need to pass the turret as the return target. The projectile constructor accepts args, so I can pass a return_target:
Grep (projectile(shot.x.*source_orb)
1898: last_proj = projectile(shot.x, shot.y, {ability = ability_name, color = def.color, r = shot.r, mods = mods, source_orb = self, speed_mult = shot.speed_mult})
8892: local p = projectile(shot.x, shot.y, {ability = self.ability, color = self.color, r = shot.r, mods = mods, source_orb = self.source_orb})
[result-id: r15]
Line 8892 is the turret's projectile spawn. I need to pass return_target = self so the arrows return to the turret:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now update the projectile constructor to use args.return_target when computing return offset:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Also need to handle returning_arc — it returns to p1 by default too:
Grep (returning_arc_time = 0)
7509: self.returning_arc_time = 0
Read (E:\a327ex\Orblike\main.lua)
7505 end
7506 end
7507
7508 if self.mods.returning_arc then
7509 self.returning_arc_time = 0
7510 self.returning_arc_turn_rate = an.random:choice({-1, 1})*3.5
7511 self.returning_arc_turning = false
7512 self.returning_phase = false
7513 self.returning_homing = 0.42
7514 if self.arc_shape then
7515 self.arc_spin_speed = math.abs(self.arc_spin_speed)*math.sign(self.returning_arc_turn_rate)
7516 end
7517 end
7518
7519 if def then
[result-id: r16]
Now check where returning_arc homes back:
Grep (returning_phase.then.returning_homing|angle_to_point.p1.x.p1.y.*returning)
No matches found
Grep (returning_phase then.\n.returning_homing)
7663: if not self.returning_phase then
7664: local t = self.returning_elapsed/out_dur
7665: if t >= 1 then
7666: self.returning_phase = true
7667: self.returning_back_elapsed = 0
7668: self.speed_mult = 0.05
7669: self.visual_spin = 0
7670: -- cast_on_apex: fire linked ability at turning point
7671: if self.mods.cast_on_apex then
7672: fire_triggered_ability(self.mods.cast_on_apex, self.x, self.y, self.mods, self.source_orb)
7673: end
7674: self.timer:tween(0.3, self, {visual_spin = an.random:choice({-1, 1})*2*math.pi}, math.cubic_out)
7675: elseif t >= 0.5 then
7676: self.speed_mult = math.remap(t, 0.5, 1, 1, 0.05)
7677: end
7678: end
7679: if self.returning_phase then
7680: self.returning_back_elapsed = self.returning_back_elapsed + dt
7681: local t = self.returning_back_elapsed/out_dur
7682: local rt = self.return_target
7683: local rx, ry = rt and rt.x or p1.x, rt and rt.y or p1.y
7684: local tx, ty
7685: if math.distance(self.x, self.y, rx, ry) < math.length(self.returning_offset_x, self.returning_offset_y) then
7686: tx, ty = rx, ry
7687: else
7688: tx, ty = rx + self.returning_offset_x, ry + self.returning_offset_y
7689: end
7690: self.r = math.angle_to_point(self.x, self.y, tx, ty)
7691: if t <= 0.5 then
7692: self.speed_mult = math.remap(t, 0, 0.5, 0.05, 1)
... [38 more lines]
Line 7728: the arc return homes to p1.x, p1.y hardcoded. I need to use return_target here too:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Read (E:\a327ex\Orblike\main.lua)
7726 end
7727 if self.returning_phase then
7728 self.returning_homing = math.max(self.returning_homing - 0.0375*dt, 0.05)
7729 local target_r = math.angle_to_point(self.x, self.y, p1.x, p1.y)
7730 self.r = math.lerp_angle_dt(0.9, self.returning_homing, dt, self.r, target_r)
7731 if math.distance(self.x, self.y, p1.x, p1.y) < 8 then
7732 p1.spring:pull('shoot', 0.2, 3, 0.5)
7733 p1.flashing = true
7734 p1.timer:after(0.1, 'flash', function() p1.flashing = false end)
7735 self:die()
7736 return
7737 end
7738 elseif self.returning_arc_turning then
7739 self.r = self.r + self.returning_arc_turn_rate*dt
7740 end
[result-id: r18]
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now both linear return and arc return use return_target — turret arrows return to the turret, normal projectiles return to the player. Test it.
Perfect, is that it for tests?
Yes, that covers all the modifiers that should have an effect on rotating_turret. Everything else in the interactions list is "no effect" (area, zone, beam, melee, strike modifiers). Rotating turret is done.
The next ability on the list is Tornado Shot. Want me to go ahead with it?
Sure, let's have the tornado itself be a normal projectile with a small but rotating area around it, kinda like cyclone, it should also have the area/duration tags for the zone behavior that deals damage over time, which it should also deal. Then when it reaches the maximum range both the area and projectile disappear and the secondary ones are spawned. Any questions?
A few questions:
- Secondary count — How many secondary projectiles? 8 (like nova)?
- Primary contact damage — Does the primary tornado deal damage on enemy contact, or only through the rotating area's DoT ticks?
- Modifier split —
projectile_spread(3)fires 3 primary tornadoes each spawning their own secondary nova? Andspread(3)does the same plus affects secondary count? - What do secondaries look like? — Smaller normal arrow rectangles, or something else?
- How many does Path of Exile's do?
- Yes, the projectile deals damage normally and also disappears on hit if there is no pierce/chain/ricochet.
- Yes.
- Same as the primaries but smaller.
Agent
[
{
"type": "text",
"text": "Excellent! I found the answer. Based on the Orblike reference files, specifically in the interactions.md file, I can now provide you with the information about Tornado Shot's secondary projectiles.\n\n## Findings\n\nAccording to the Orblike project's reference files, **Tornado Shot creates 8 secondary projectiles** when the arrow reaches the target point.\n\nThis information comes from the `projectile_nova` modifier definition in `/a327ex/Orblike/interactions.md`, which specifies:\n\n> **projectile_nova** \u2014 8 evenly spaced projectiles. Overrides projectile_spread/projectile_back/projectile_sides.\n\nThe Tornado Shot ability in the Orblike project follows the Path of Exile skill design, where:\n- The initial arrow travels to the targeted point and can hit enemies along its path\n- At the arrival point, it spawns a **nova of 8 secondary projectiles** that fly outward evenly distributed in all directions (360 degrees)\n- Each secondary projectile is independent and can hit enemies\n\n**Answer: 8 secondary projectiles**\n\nThis is documented in:\n- `/a327ex/Orblike/interactions.md` (lines 15 and 25)\n- `/a327ex/Orblike/orbs/ability_reference.md` (lines 33-35)\n- `/a327ex/Orblike/reference/three_phase_system.md` (lines 157-163)"
}
]
In Path of Exile, Tornado Shot creates 3 secondary projectiles by default (can be increased with additional projectile modifiers). For our game I'll use 3 as the base, and projectile_spread can increase it.
Here's the design:
tornado_shot
- Tags:
projectile, area, duration, physical, wind - Carrier: default (projectile)
- Activation: manual
- Cooldown: 1.5s
- Max range: 150 (travels to mouse position, clamped)
- Primary: normal projectile with a small rotating DoT area following it (like ball_lightning's zone but cyclone-style visual)
- On max range: primary + zone die, 3 secondary projectiles spawn in a nova from that point
- On enemy hit: deals contact damage, zone dies, secondaries spawn at hit point (unless pierce/chain)
- Secondaries: smaller projectiles, same on_hit as piercing_arrow (damage + knockback), no zone
- Arrow sounds for both primary and secondaries
Implementing now.
Read (E:\a327ex\Orblike\main.lua)
800 speed_mult = 1.0,
801 snake_turn_rate = 4,
802 color = fg_color,
803 },
804 random_cast = {
805 activation = 'manual',
806 tags = {'null'},
807 cooldown = 0.5,
808 carrier = 'random',
809 color = fg_color,
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Add to ability_names:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now I need to handle the tornado_shot in the projectile class. The primary projectile needs to:
- Spawn a following DoT zone (like ball_lightning)
- On max range or death, spawn secondary projectiles
- On hit, deal damage + spawn secondaries (then die unless pierce/chain)
Let me look at how ball_lightning spawns its zone:
Read (E:\a327ex\Orblike\main.lua)
7546 end
7547
7548 -- Inherent pierce from ability definition
7549 if def and def.inherent_pierce then
7550 self.pierce = math.huge
7551 end
7552
7553 -- Inherent return: travel to max_range then come back
7554 if def and def.inherent_return and self.max_range then
7555 self.returning_range = self.max_range
7556 if self.mods.near_return then self.returning_range = self.returning_range*0.5 end
7557 if self.mods.far_return then self.returning_range = self.returning_range*1.5 end
7558 self.return_target = self.mods.null_conversion and self.source_orb or nil
7559 self.returning_offset_x = x - p1.x
7560 self.returning_offset_y = y - p1.y
7561 self.returning_phase = false
7562 self.returning_elapsed = 0
7563 self.returning_out_duration = self.returning_range/self.base_speed
7564 self.speed_mult = 1
7565 self.visual_spin = 0
[result-id: r19]
Read (E:\a327ex\Orblike\main.lua)
7575 self.max_range = def.max_range or 200
7576 local tick_ability_name = self.mods.cast_on_tick or def.cast_tick_ability or 'arc'
7577 local tick_def = abilities[tick_ability_name]
7578 self.bl_cast_tick_rate = tick_def and tick_def.cooldown or 1
7579 self.bl_cast_tick_ability = tick_ability_name
7580 end
7581
7582 if self.is_ball_lightning then
7583 self:add(collider('projectile', 'dynamic', 'circle', 4, {sensor = true}))
7584 elseif self.arc_shape then
7585 self:add(collider('projectile', 'dynamic', 'box', self.h, self.h, {sensor = true}))
7586 else
7587 self:add(collider('projectile', 'dynamic', 'box', self.w, self.h, {sensor = true}))
7588 end
7589 self.collider:set_gravity_scale(0)
7590 self.collider:set_fixed_rotation(true)
7591 self.collider:set_angle(self.r)
7592 self.collider:set_position(self.x, self.y)
7593
7594 self:add(timer())
7595 self:add(spring())
7596 self.spring:add('main', 1)
7597 self.spring:pull('main', 0.5)
7598 self.flashing = true
7599 self.timer:after(0.2, 'flash', function() self.flashing = false end)
7600
7601
7602
7603 -- Ball lightning: spawn zone that follows this projectile, plus spell cast tick
7604 if self.is_ball_lightning then
... [1 more lines]
Now I'll add the tornado_shot setup right after ball_lightning's setup. The tornado spawns a zone following the projectile, similar to ball_lightning:
Read (E:\a327ex\Orblike\main.lua)
7603 -- Ball lightning: spawn zone that follows this projectile, plus spell cast tick
7604 if self.is_ball_lightning then
7605 self.bl_zone = area(self.x, self.y, {ability = 'ball_lightning', color = self.color, mods = self.mods, follow = self, edition = (self.source_orb and self.source_orb.edition) or ability_edition_override or 0})
7606 an:add(self.bl_zone)
7607
7608 -- Spell cast tick (arc by default, or cast_on_tick replacement)
7609 -- Most carriers go through activate (override_pos handles position).
7610 -- self_area/aimed_area/melee spawn area directly since activate would place them on the player.
7611 self.timer:every(self.bl_cast_tick_rate, 'bl_cast_tick', function()
7612 local cast_name = self.bl_cast_tick_ability
7613 local cast_def = abilities[cast_name]
7614 if not cast_def then return end
7615 local carrier = cast_def.carrier
7616 if carrier == 'self_area' or carrier == 'aimed_area' or carrier == 'melee' then
7617 an:add(area(self.x, self.y, {ability = cast_name, color = cast_def.color, mods = self.mods, edition = (self.source_orb and self.source_orb.edition) or ability_edition_override or 0}))
7618 an.camera.shake:shake(3, 0.15)
7619 else
7620 local src = self.source_orb or orbs[1]
7621 local aim_r = carrier and self.r or math.angle_to_point(self.x, self.y, an.camera.mouse.x, an.camera.mouse.y)
7622 if src then src:activate(cast_name, {x = self.x, y = self.y, r = aim_r}) end
7623 end
7624 end)
7625 end
7626
7627 if self.mods.homing then
7628 self.homing_active = false
7629 self.homing_convergence = an.random:float(0.6, 0.95)
7630 self.homing_duration = an.random:float(0.3, 0.9)
7631
7632 if self.mods['homing_force--'] then
... [1 more lines]
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now I need a function to spawn the secondary projectiles. I'll add it as a method on the projectile, and call it from both die() and on_hit():
Grep (^function projectile:die)
7937:function projectile:die()
Read (E:\a327ex\Orblike\main.lua)
7937 function projectile:die()
7938 -- cast_on_expire: fire linked ability at death position
7939 if self.mods.cast_on_expire then
7940 fire_triggered_ability(self.mods.cast_on_expire, self.x, self.y, self.mods, self.source_orb)
7941 end
7942
7943 -- Kill the attached zone
7944 if self.bl_zone then
7945 self.bl_zone:kill()
7946 self.bl_zone = nil
7947 end
7948
7949 local proj_pc = ability_particle_color((self.source_orb and self.source_orb.edition) or ability_edition_override or 0, self.color)
7950 local death_radius = self.is_ball_lightning and 12 or 8
7951 an:add(hit_circle(self.x, self.y, {radius = death_radius, duration = 0.2}):change_color(0.6, proj_pc:clone()))
7952 for i = 1, (self.is_ball_lightning and 4 or 2) do
7953 an:add(hit_particle(self.x, self.y, {velocity = an.random:float(50, 150), duration = an.random:float(0.1, 0.3)}):change_color(0.6, proj_pc:clone()))
7954 end
7955 self:kill()
7956 end
7957
7958 function projectile:on_hit(e, hx, hy)
7959 -- Ball lightning deals no contact damage, zone tick handles it
7960 if self.is_ball_lightning then return end
7961 local proj_pc = ability_particle_color((self.source_orb and self.source_orb.edition) or ability_edition_override or 0, self.color)
7962
7963 local def = abilities[self.ability]
7964 if self.ability == 'fireball' then
7965 an:add(area(self.x, self.y, {ability = 'fireball', color = self.color, mods = self.mods, cascade_r = self.r, edition = (self.source_orb and self.source_orb.edition) or ability_edition_override or 0}))
7966 elseif self.ability == 'null_arrow' then
... [1 more lines]
I'll add the tornado secondary spawning in die() and also handle the zone cleanup:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now add the on_hit handler for tornado_shot. The primary deals damage and spawns secondaries (handled via die). The secondary just deals damage like piercing_arrow:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now set up test orbs:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Test it — fire tornado_shot, primary projectile travels with a rotating DoT zone, at max range (150) it dies and spawns 3 secondary projectiles outward.
Both the projectile and zone should be rotating very fast visually, it's a tornado.
The primary projectile needs a fast visual spin. Let me add that to the projectile draw and also make the zone rotate fast. First, let me check how the zone/area handles rotation:
Grep (steady_rotation|area.rotation|cyclone.spin)
1003: steady_rotation = true,
8153: local is_steady = def and def.steady_rotation
8296: local cyclone_spin = is_cyclone and self.arc_sign*6 or 0
8297: if is_cyclone then e.cyclone_spin = cyclone_spin end
8304: spin = cyclone_spin,
8311: local is_steady = def and def.steady_rotation
8530: if self.ability ~= 'cyclone' and not (def_check and def_check.steady_rotation) and math.abs(self.arc_speed) > self.arc_min_speed then
8760: local death_spin = self.cyclone_spin or 0
[result-id: r23]
Read (E:\a327ex\Orblike\main.lua)
8150 if self.mods['tick_speed---'] then self.tick_rate = self.tick_rate*4.0 end
8151
8152 -- Arc animation (persistent: constant with tick spikes)
8153 local is_steady = def and def.steady_rotation
8154 self.arc_sign = is_steady and 1 or an.random:choice({-1, 1})
8155 local is_cyclone = self.ability == 'cyclone'
8156 self.arc_speed = self.arc_sign*(is_cyclone and 3.75 or is_steady and 0.25 or an.random:float(0.5, 1))*math.pi
8157 self.arc_min_speed = is_cyclone and 4*math.pi or 0.25*math.pi
8158 self.arc_max_speed = is_cyclone and 10*math.pi or 3*math.pi
8159
8160 -- Moving area: drift in a random 45-degree direction
8161 if self.mods.moving_zone then
8162 local dir = (an.random:int(0, 3)*2 + 1)*math.pi/4
8163 local spd = an.random:float(15, 35)
8164 self.move_vx = spd*math.cos(dir)
[result-id: r24]
The area uses arc_speed for rotation. For tornado_shot, I want it to spin very fast like cyclone. I'll add a check for tornado_shot in the arc_speed setup:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now add a fast visual spin to the primary projectile. I'll set it up in the tornado_shot init block:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now update the projectile update to advance the spin, and the draw to use it:
Grep (arc_spin = self.arc_spin +)
7784: self.arc_spin = self.arc_spin + self.arc_spin_speed*dt
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now update the draw to use tornado_spin:
Grep (self.r + (self.visual_spin)
7937: self.al:push(self.x, self.y, self.r + (self.visual_spin or 0), s, s)
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now both the primary and secondary tornado_shot projectiles spin fast visually, and the zone rotates fast like cyclone. Test it.
The secondary projectiles don't have to spin, their velocity should also be higher by default, the spin direction for zone and primary projectile should be the same.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now make the zone use the same spin direction. The zone's arc_sign is set randomly — I need to pass the direction from the projectile. Let me pass it via the area args:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now update the area constructor to use args.arc_sign when provided:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now increase secondary speed:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Test it — primary + zone spin same direction, secondaries don't spin and move faster.
The spin direction is not the same between both of them consistently. Also let's spawn 6 projectiles instead. Also let's use wind sounds. RPG3_WindMagic_Projectiles03.wav for cast, and the windfield sound for when the tornado bursts
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Orblike\main.lua)
<tool_use_error>Found 4 matches of the string to replace, but replace_all is false. To replace all occurrences, set replace_all to true. To replace only one occurrence, please provide more context to uniquely identify the instance.
String: fire_sound = 'arrow_hit_wood',
fire_sound_2 = 'arrow_shoot',
wall_hit_sounds = {'arrow_hit_wall_1', 'arrow_hit_wall_2'},</tool_use_error>
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now play the burst sound when secondaries spawn. Let me find that code:
Grep (Tornado shot: spawn secondary)
7959: -- Tornado shot: spawn secondary projectiles on death
Read (E:\a327ex\Orblike\main.lua)
7959 -- Tornado shot: spawn secondary projectiles on death
7960 if self.is_tornado_shot then
7961 local def = abilities[self.ability]
7962 local count = def.secondary_count or 3
7963 local orb_ed = (self.source_orb and self.source_orb.edition) or ability_edition_override or 0
7964 local pc = ability_particle_color(orb_ed, self.color)
7965 for i = 0, count - 1 do
7966 local sec_r = i*(math.pi*2/count) + an.random:float(-0.1, 0.1)
7967 local sx = self.x + 4*math.cos(sec_r)
7968 local sy = self.y + 4*math.sin(sec_r)
7969 local sec = projectile(sx, sy, {
7970 ability = self.ability, color = self.color, r = sec_r, mods = self.mods,
7971 source_orb = self.source_orb, is_secondary = true,
7972 speed_mult = (def.secondary_speed or 190)/(def.projectile_speed or 150),
7973 })
7974 sec.w = def.secondary_w or 7
7975 sec.h = def.secondary_h or 3
7976 an:add(sec)
7977 end
7978 an:add(hit_circle(self.x, self.y, {radius = 12, duration = 0.2}):change_color(0.5, pc:clone()))
[result-id: r25]
Read (E:\a327ex\Orblike\main.lua)
7978 an:add(hit_circle(self.x, self.y, {radius = 12, duration = 0.2}):change_color(0.5, pc:clone()))
7979 for i = 1, 4 do
7980 an:add(hit_particle(self.x, self.y, {velocity = an.random:float(80, 180), duration = an.random:float(0.2, 0.4)}):change_color(0.5, pc:clone()))
7981 end
7982 end
[result-id: r26]
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now fix the spin direction consistency. The issue is that tornado_spin_dir is set on the projectile, but arc_sign in the area might be set before the projectile passes it. Let me check the order — the zone is created in the projectile constructor, and arc_sign is passed as an arg. Let me trace through:
The projectile constructor sets self.tornado_spin_dir = an.random:choice({-1, 1}), then creates the area with arc_sign = self.tornado_spin_dir. The area constructor should use args.arc_sign. Let me verify by reading the area init more carefully:
Grep (args.arc_sign)
8162: self.arc_sign = args.arc_sign or (is_steady and 1 or an.random:choice({-1, 1}))
That looks correct. But wait — the area constructor might not reach this code if tornado_shot doesn't have area_duration. Let me check if the area detects tornado_shot as a persistent zone:
Grep (area_duration)
698: area_duration = 4,
775: area_duration = 999,
839: area_duration = 9999,
954: area_duration = 999,
997: area_duration = 9999,
8138: self.duration = args.duration or (def and def.area_duration)
Read (E:\a327ex\Orblike\main.lua)
8138 self.duration = args.duration or (def and def.area_duration)
8139
8140 self:add(timer())
8141 self:add(spring())
8142 self.spring:add('main', 1)
8143
8144 if self.duration then
8145 -- Duration modifiers
8146 if self.mods['duration+'] then self.duration = self.duration*1.5 end
8147 if self.mods['duration++'] then self.duration = self.duration*2.0 end
8148 if self.mods['duration+++'] then self.duration = self.duration*3.0 end
8149 if self.mods['duration-'] then self.duration = self.duration*0.75 end
8150 if self.mods['duration--'] then self.duration = self.duration*0.5 end
8151 if self.mods['duration---'] then self.duration = self.duration*0.25 end
8152 self.tick_rate = args.tick_rate or (def and def.area_tick_rate) or 0.5
8153 if self.mods['tick_speed+'] then self.tick_rate = self.tick_rate*0.85 end
8154 if self.mods['tick_speed++'] then self.tick_rate = self.tick_rate*0.7 end
8155 if self.mods['tick_speed+++'] then self.tick_rate = self.tick_rate*0.5 end
8156 if self.mods['tick_speed-'] then self.tick_rate = self.tick_rate*1.5 end
8157 if self.mods['tick_speed--'] then self.tick_rate = self.tick_rate*2.0 end
[result-id: r27]
tornado_shot has area_duration = 999, so it enters the duration branch and sets up arc_sign. The code path should work. Let me double-check the projectile constructor order — tornado_spin_dir must be set before the area is created:
Grep (tornado_spin_dir|tornado_zone.*area)
7630: self.tornado_zone = area(self.x, self.y, {ability = 'tornado_shot', color = self.color, mods = self.mods, follow = self, edition = (self.source_orb and self.source_orb.edition) or ability_edition_override or 0, arc_sign = self.tornado_spin_dir})
7633: self.tornado_spin_dir = an.random:choice({-1, 1})
7634: self.tornado_spin_speed = self.tornado_spin_dir*12*math.pi
[result-id: r28]
There's the bug — tornado_spin_dir is set at line 7633, AFTER the area is created at line 7630. So self.tornado_spin_dir is nil when passed to the area. I need to swap the order:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Test it — spin direction should now be consistent between projectile and zone.
Great, spin direction is working now. Let's have the spin direction always be "right" though, never "left". Lower the cast sound by 25%. The particles that spawn when the tornado bursts should be like the particles that spawn enemies get hit from cyclone, they should have a bend to their direction in the direction of the spin (right), but be more aggressive than the ones in cyclone. They should also be long-lived, like the particles in enemy death or the particles on enemy spawn.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now lower cast sound by 25%. The fire_sound is wind_proj_3:
Grep (wind_proj_3 =)
No matches found
Grep (wind_proj)
36: wind_proj = 0.3,
166:an:sound('wind_proj_1', 'assets/RPG3_WindMagic_Projectiles01.ogg')
167:an:sound('wind_proj_2', 'assets/RPG3_WindMagic_Projectiles02.ogg')
168:an:sound('wind_proj_3', 'assets/RPG3_WindMagic_Projectiles03.ogg')
524: {'wind_proj_1', 'assets/RPG3_WindMagic_Projectiles01'},
[Showing results with pagination = limit: 5]
[result-id: r29]
The volume is shared as wind_proj = 0.3. I shouldn't change the shared volume. Instead I'll play it at 75% of the volume in the fire code. But actually, the fire sound is played generically via sfx(def.fire_sound, volumes[def.fire_sound]). The simplest approach is to add a specific volume entry:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now update the fire sound playback to use fire_volume if present:
Grep (def.fire_sound then)
1767: if def.fire_sound then sfx(def.fire_sound, volumes[def.fire_sound]) end
1921: if def.fire_sound then
4183: if def.fire_sound then sfx(def.fire_sound, volumes[def.fire_sound]) end
8986: if def and def.fire_sound then sfx(def.fire_sound, volumes[def.fire_sound]) end
[result-id: r30]
The main projectile fire sound is at line 1921. Let me read that:
Read (E:\a327ex\Orblike\main.lua)
1921 if def.fire_sound then
1922 sfx(def.fire_sound, volumes[def.fire_sound])
1923 end
1924 if def.fire_sound_2 then
1925 sfx(def.fire_sound_2, volumes[def.fire_sound_2])
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now the burst particles. Let me look at cyclone hit particles for reference:
Grep (cyclone_spin.hit_particle|cyclone.spin.*particle)
No matches found
Read (E:\a327ex\Orblike\main.lua)
8293 can_damage = true
8294 end
8295 end
8296 else
8297 if not e.damaged_by_area[self.ability] then
8298 e.damaged_by_area[self.ability] = self.tick_rate
8299 can_damage = true
8300 end
8301 end
8302 if can_damage then
8303 hit_any = true
8304 local hit_vol = is_cyclone and 0.5 or (def and def.hit_sounds and 0.45 or 0)
8305 e:take_damage(self.damage, hit_vol)
8306 local cyclone_spin = is_cyclone and self.arc_sign*6 or 0
8307 if is_cyclone then e.cyclone_spin = cyclone_spin end
8308 apply_knockback_mod(self.mods, e, self.x, self.y)
8309 for i = 1, an.random:int(1, 2) do
8310 an:add(hit_particle(e.x, e.y, {
8311 velocity = an.random:float(30, 80),
8312 duration = an.random:float(0.1, 0.3),
[result-id: r31]
Read (E:\a327ex\Orblike\main.lua)
8309 for i = 1, an.random:int(1, 2) do
8310 an:add(hit_particle(e.x, e.y, {
8311 velocity = an.random:float(30, 80),
8312 duration = an.random:float(0.1, 0.3),
8313 w = 4,
8314 spin = cyclone_spin,
8315 }):change_color(0.5, ability_particle_color(self.edition, self.color):clone()))
8316 end
8317 end
8318 end
[result-id: r32]
Now let me see how hit_particle uses spin:
Grep (self.spin)
8690: self.spin = 0
8721: self.spin = an.random:choice({-1, 1})*an.random:float(8, 12)*math.pi
8804: self.r = self.r + self.spin*dt
9091: self.spin = args.spin or 0
9138: if self.spin ~= 0 then self.angle = self.angle + self.spin*dt end
10367: self.spin = an.random:float(-8, 8)
10385: self.r = self.r + self.spin*dt
[result-id: r33]
Read (E:\a327ex\Orblike\main.lua)
9085 self.w = args.w or math.remap(self.velocity, 100, 250, 7, 10)
9086 self.h = args.h or self.w/2
9087 self.draw_color = args.color and args.color:clone() or fg_color:clone()
9088 self:add(timer())
9089 self.timer:tween(self.duration, self, {w = 2, h = 2, velocity = 0}, math.sine_in_out, function() self:kill() end)
9090
9091 self.spin = args.spin or 0
9092
9093 if args.force_angle then
9094 self.force_angle = args.force_angle
9095 self.force_strength = args.force_strength or 3
9096 end
9097
9098 if args.zigzag then
9099 self.zigzag = true
9100 self.base_angle = self.angle
9101 self.angle = self.base_angle + math.pi/4
9102 self.zigzag_dist = 0
9103 self.zigzag_leg = 10
9104 self.zigzag_side = 1
9105 end
9106
9107 if args.zag then
9108 self.zag = true
9109 self.zag_angle = args.zag
9110 self.zag_dist = args.zag_dist or 8
9111 self.zag_traveled = 0
9112 self.zag_done = false
9113 end
9114 end
... [31 more lines]
Good — spin curves the particle's direction over time. Cyclone uses spin = 6 (or -6). For tornado burst I'll use a higher spin value and longer duration. Now update the burst particles:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
- Spin always right (
tornado_spin_dir = 1) - Cast sound 25% lower (0.225 vs 0.3)
- Burst particles:
spin = 10(rightward curve, more aggressive than cyclone's 6), long-lived (0.4-0.8s), larger (6-10 width), 6 particles
Test it.
Let's make secondary projectiles actually the same as normal projectiles, and cast sound needs to be like 1.5x
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now remove the secondary size override — secondaries should use default projectile dimensions:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Remove the size override in the spawn code:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Test it.
Slightly less turn speed on burst particles and longer duration.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
More particles and more variation on initial speed, duration variation also 0.4, 1.2, w = 6, 12, spin = 5, 8
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
w = 6, 8, v = 60, 240, duration = 0.4, 1.0
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Higher initial projectile speed
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Perfect, now update interactions.md and let's test interactions
Edit (E:\a327ex\Orblike\tags.md)
The file E:\a327ex\Orblike\tags.md has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Orblike\interactions.md)
The file E:\a327ex\Orblike\interactions.md has been updated successfully. (file state is current in your context — no need to Read it back)
Now set up batch 1:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Batch 1:
- Base — plain tornado shot
- spread(3) — 3 primary tornadoes in fan
- nova — 8 primary tornadoes
- homing — primary + secondaries home
- pierce(3) — primary pierces 3, secondaries spawn on final death
- chain(3) — primary chains 3 times
Test it.
The tornado should explode on max range OR mouse position
Read (E:\a327ex\Orblike\main.lua)
7540
7541 -- Max range: projectile dies after traveling this distance
7542 if def and def.max_range then
7543 self.distance_traveled = 0
7544 self.max_range = def.max_range
7545 end
7546
7547 -- Inherent pierce from ability definition
7548 if def and def.inherent_pierce then
7549 self.pierce = math.huge
[result-id: r35]
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now add target_mouse = true to the tornado_shot definition:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now the tornado travels to whichever is closer — the mouse position or max range (150). Test it.
The projectiles are also dying on mouse position, which shouldn't be the case.
The secondaries inherit the same ability (tornado_shot) and its target_mouse = true + max_range = 150. I need to skip target_mouse for secondaries:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
But secondaries also shouldn't have max_range at all — they should fly until they hit a wall or enemy. Let me skip max_range entirely for secondaries:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Secondaries now have no max_range — they fly until wall or enemy hit. Test it.
Perfect, next tests.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Batch 2:
- knockback+++ — strong knockback on primary, secondaries, and zone
- ability_echo(3) — fires 3 tornadoes with delay
- returning_arc — primary curves and returns (secondaries spawn on first death)
- cast_on_expire(fireball) — fireball on every projectile death
- area+ + magnetic_area — bigger zone that pulls enemies in
- projectile_speed--- — slow primary (more zone ticks)
Test it.
Cast on expire should cast the spell after the tornado expires and also the secondaries
It should already do both — cast_on_expire triggers in projectile:die() which fires for both the primary (when it reaches target/wall) and each secondary (when they hit walls/enemies). Let me verify:
Read (E:\a327ex\Orblike\main.lua)
7947 function projectile:die()
7948 -- cast_on_expire: fire linked ability at death position
7949 if self.mods.cast_on_expire then
7950 fire_triggered_ability(self.mods.cast_on_expire, self.x, self.y, self.mods, self.source_orb)
7951 end
7952
7953 -- Kill the attached zone
7954 if self.bl_zone then
7955 self.bl_zone:kill()
7956 self.bl_zone = nil
7957 end
7958 if self.tornado_zone then
7959 self.tornado_zone:kill()
7960 self.tornado_zone = nil
7961 end
[result-id: r36]
Yes, cast_on_expire fires at line 7949 before any tornado-specific cleanup. Both primary and secondary projectiles go through die(), so both trigger it. Is it not working? What are you seeing?
A few fixes: cascade, area_echo should behave just like cyclone, duration should increase the range for the tornado, moving zone no effect, homing zone = homing, zone_speed = projectile speed. Returning arc currently has the projectile die without returning fully. Is it dying based on time or distance travelled or something else?
Let me fix these one by one. First, the returning_arc issue — the projectile is dying from distance_traveled >= max_range during the return:
Grep (not self.returning_range and self.distance_traveled)
7793: if not self.returning_range and self.distance_traveled >= self.max_range then
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now make duration modifiers increase the range for tornado_shot. I need to apply them to max_range in the projectile constructor:
Read (E:\a327ex\Orblike\main.lua)
7541
7542 -- Max range: projectile dies after traveling this distance
7543 if def and def.max_range and not args.is_secondary then
7544 self.distance_traveled = 0
7545 if def.target_mouse then
7546 self.max_range = math.min(def.max_range, math.distance(x, y, an.camera.mouse.x, an.camera.mouse.y))
7547 else
7548 self.max_range = def.max_range
7549 end
7550 end
7551
7552 -- Inherent pierce from ability definition
7553 if def and def.inherent_pierce then
7554 self.pierce = math.huge
7555 end
[result-id: r37]
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Add duration_scales_range = true to tornado_shot definition:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now make homing_zone act as homing and zone_speed act as projectile_speed for tornado_shot. These mods are applied to the zone (area), but should affect the projectile. The simplest approach: in the projectile constructor, copy these mods over:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
But wait — homing needs the full homing setup (delay, convergence, etc.) which happens later in the constructor. Since self.mods.homing is now true, the homing block at the end will pick it up automatically.
Now update interactions.md for these changes:
Edit (E:\a327ex\Orblike\interactions.md)
The file E:\a327ex\Orblike\interactions.md has been updated successfully. (file state is current in your context — no need to Read it back)
Test it — returning_arc should now complete the full return, and the other modifier remappings should work.
Perfect, next tests.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Batch 3:
- null_conversion — fires from orb, purple
- ability_copy — all orbs fire tornado_shot
- duration+++ — 3x travel range (450)
- homing_zone — primary homes toward enemies
- zone_speed+++ — 2x primary speed
- parallel(3) — 3 parallel primaries
Test it.
Perfect, next.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Batch 4:
- spread(3) + homing — 3 homing tornadoes
- cast_on_apex + mid_return — frost_nova at turning point
- infinite_chain — primary chains forever
- growing_zone — zone grows while traveling
- shrinking_zone — zone shrinks while traveling
- trigger_while_channelling — auto-fires while beam held (hold T)
Test it.
Zone is not growing or shrinking, should grow/shrink by the given amount over the duration of the projectile
The issue is the zone has area_duration = 999, so growing/shrinking rate is calculated over 999 seconds — barely visible in the ~0.7s the projectile travels. I need to set the zone's actual duration to match the projectile's travel time.
Grep (growing_zone|shrinking_zone)
7185: if mods.growing_zone then
7187: elseif mods.shrinking_zone then
8239: if self.mods.growing_zone then
8246: elseif self.mods.shrinking_zone then
11070:orbs[4]:add_modifier('growing_zone', true) -- 4: growing zone
11072:orbs[5]:add_modifier('shrinking_zone', true) -- 5: shrinking zone
[result-id: r1]
Read (E:\a327ex\Orblike\main.lua)
8237
8238 -- Growing/shrinking area
8239 if self.mods.growing_zone then
8240 if self.duration >= 9999 then
8241 self.radius_rate = self.radius*0.3
8242 self.radius_max = self.radius*2.5
8243 else
8244 self.radius_rate = (self.radius*2 - self.radius)/self.duration
8245 end
8246 elseif self.mods.shrinking_zone then
8247 if self.duration >= 9999 then
8248 self.radius_rate = -self.radius*0.15
8249 self.radius_min = self.radius*0.25
8250 else
8251 self.radius_rate = (self.radius*0.5 - self.radius)/self.duration
[result-id: r2]
The zone uses self.duration to calculate the growth rate. For tornado_shot's zone (duration=999), it uses the fallback rate for infinite zones which is slow. I need to pass the projectile's travel time as the zone's duration:
[Request interrupted by user]
The projectile travel time may be variable like for return arc, keep the zone duration 999 but calculate only another internal one for the zone change specifically that's more of a guess
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now pass growth_duration when creating the tornado zone — estimate ~2 seconds as a reasonable guess for the projectile's lifetime:
Grep (self.tornado_zone = area)
7653: self.tornado_zone = area(self.x, self.y, {ability = 'tornado_shot', color = self.color, mods = self.mods, follow = self, edition = (self.source_orb and self.source_orb.edition) or ability_edition_override or 0, arc_sign = self.tornado_spin_dir})
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now store growth_duration in the area constructor:
Grep (self.duration = args.duration)
8162: self.duration = args.duration or (def and def.area_duration)
8867: self.duration = args.duration or 6
9080: self.duration = args.duration or 0.2
9108: self.duration = args.duration or an.random:float(0.2, 0.6)
9242: self.duration = args.duration or 0.1
9321: self.duration = args.duration or an.random:float(0.3, 0.6)
10303: self.duration = args.duration or 0.6
10388: self.duration = args.duration or 0.4
10434: self.duration = args.duration or 0.25
10555: self.duration = args.duration or 0.2
10575: self.duration = args.duration or an.random:float(0.2, 0.5)
[result-id: r3]
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now the zone uses growth_duration (estimated as 2x travel time) for growing/shrinking rate calculations, while keeping its actual duration at 999. Test it.
Fallback to 2 seconds but in most cases you can calculate it accurately based on max range or mouuse position
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now it uses the actual travel distance / speed for the growth duration, falling back to 2s only if speed is 0. Test it.
Perfect, any more tests?
One more batch to cover the remaining interesting modifiers:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Batch 5 (final):
- tick_speed+++ — 2x zone tick rate
- zone_stacking — overlapping zones damage same enemy
- near_return — short range return
- back + sides — primaries in 4 directions
- projectile_nova — 8 primaries
- nova + pierce(3) — 8 primaries that pierce
Test it.
Good, any more?
No, that covers all the modifiers that should have an effect on tornado_shot. Everything else is "no effect" (beam, melee, strike, formation modifiers). Tornado shot is done.
The next ability on the list is Explosive Arrow (Path of Exile style — arrows stick into enemies, stack up, then detonate). Want to continue with that, or end the session here?
After Explosive Arrow is what?
The last one from the original list: X — the arrow that doesn't deal damage but pushes enemies away, shaped like a T or U-basket that scoops enemies.
So two more abilities to go: Explosive Arrow, then X.
OK, get started on Explosive Arrow then. Should work exactly like PoE's. I believe with PoE one explosion also triggers explosions on nearby arrows, right?
In PoE, each target's fuses are independent — when one target's arrows explode, it doesn't directly trigger fuses on other targets. The explosions CAN hit nearby enemies and kill them, but the fuse detonation itself doesn't chain.
The chain detonation you're thinking of would be a cool addition though — if an explosion hits a nearby enemy that also has fuses, those fuses immediately detonate too, causing a chain reaction through fused packs.
Here's the design:
explosive_arrow
- Tags:
projectile, area, physical, fire - Arrow sticks into enemy on hit (doesn't deal damage on stick, just attaches a fuse)
- Each enemy tracks their fuse count
- After a fuse timer (1.5s from first arrow hitting that enemy), all fuses detonate
- OR when max fuses reached (e.g., 6), immediate detonation
- Explosion: AoE damage that scales with fuse count
- Chain detonation: if the explosion hits a nearby enemy that also has fuses, their fuses immediately detonate too
Questions:
- If the arrow misses enemies, does it stick into the ground/wall and create a smaller explosion there after the timer? PoE does this.
- Fuse timer — 1.5s from first arrow? Or reset on each new arrow?
- Should projectile modifiers (spread, nova) fire multiple arrows, each of which can stick independently? So spread(3) = 3 arrows = potentially 3 fuses on 3 different enemies or 3 fuses on the same enemy?
- Chain detonation — should I add this as inherent to the ability, or save it for a modifier?
Missing duration tag. After a fuse timer, the arrow detonates. If the detonation hits enemies with fuses, they also detonate on a delay, creating a chain reaction. Explosion AoE damage adds +1 per fuse, yea. 1. Stick to wall and creates the same explosion there after the timer goes. 2. Reset on each new arrow on the same enemy. 3. Yes, 3 different arrows. 4. Inherent to the ability, just with a delay between each explosion stage and not all immediate.
Got it. Here's the full design:
explosive_arrow
- Tags:
projectile, area, duration, physical, fire - Activation: manual, cooldown 0.5s
- Arrow flies like a normal projectile
- On hit: sticks into enemy (no damage), adds a fuse, resets that enemy's fuse timer to 1.5s
- On wall hit: sticks to wall position, starts 1.5s fuse timer
- When fuse timer expires: detonation — AoE explosion with base damage + 1 per fuse
- Chain detonation: if explosion hits enemies with fuses, their fuses detonate after a short delay (0.15s), cascading through fused packs
- Max fuses: 6, instant detonation when reached
- Arrow sticks visually (like wall_arrow but on enemies, moving with them)
The fuse tracking needs to be on enemies (and wall positions), not on the projectile. I'll add a fuse table that maps enemies/positions to their fuse data.
Implementing now.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Add to ability_names:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now I need to create the fuse system. I'll add a global fuse tracking table and a fuse visual object, then handle the on_hit to attach fuses instead of dealing damage:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now add the explosive_fuse_update call to the early_action:
Grep (an:early_action(function)
6486:an:early_action(function()
11258:an:early_action(function()
11268:an:early_action(function()
Read (E:\a327ex\Orblike\main.lua)
6486 an:early_action(function()
6487 local changed = false
6488 if an:key_is_pressed('f9') then
6489 wall_symbol_index = wall_symbol_index % #wall_symbol_types + 1
6490 print('Symbol: ' .. wall_symbol_types[wall_symbol_index])
6491 end
6492 if an:key_is_pressed('f10') then
6493 wall_dist_index = wall_dist_index % #wall_dist_types + 1
6494 map_gen_wall_points()
6495 print('Distribution: ' .. wall_dist_types[wall_dist_index])
[result-id: r4]
Read (E:\a327ex\Orblike\main.lua)
11258 an:early_action(function()
11259 cached_enemies = an:all('enemy')
11260 enemy_spatial_hash = build_enemy_spatial_hash(cached_enemies, 32)
11261 -- Slow-mo toggle
11262 if an:key_is_pressed('f1') then
11263 if an.time_scale == 1 then an.time_scale = 0.2 else an.time_scale = 1 end
11264 end
11265 end)
11266
11267 -- Collision handling
11268 an:early_action(function()
11269 -- Player-enemy collision (skip during dash_strike)
11270 for _, event in ipairs(an:collision_begin_events('player', 'enemy')) do
11271 if p1.dash_strike_active then goto skip_contact end
11272 local p, e = event.a, event.b
[result-id: r5]
I'll add the fuse update right after the cached_enemies early_action:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now add the on_hit handler for explosive_arrow — stick into enemy instead of dealing damage:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now handle wall hits — when an explosive arrow hits a wall, it should stick and create a fuse at that position instead of just dying. Let me update the wall collision code to check for explosive_arrow:
Grep (Wall hit sound + stuck arrow)
7847: -- Wall hit sound + stuck arrow visual
Read (E:\a327ex\Orblike\main.lua)
7843 an:add(hit_circle(hit.point_x, hit.point_y, {radius = 6, duration = 0.15}))
7844 for i = 1, 2 do
7845 an:add(hit_particle(hit.point_x, hit.point_y, {velocity = an.random:float(50, 100), duration = an.random:float(0.1, 0.3)}):change_color(0.5, ability_particle_color((self.source_orb and self.source_orb.edition) or ability_edition_override or 0, self.color):clone()))
7846 end
7847 -- Wall hit sound + stuck arrow visual
7848 local wall_def = abilities[self.ability]
7849 if wall_def and wall_def.wall_hit_sounds then
7850 local snd = an.random:choice(wall_def.wall_hit_sounds)
7851 local d = math.distance(hit.point_x, hit.point_y, p1.x, p1.y)
7852 local vol_mult = math.max(1 - d/500, 0.15)
7853 sfx(snd, volumes[snd]*vol_mult)
7854 local wa_offset = 2
7855 local wa_ed = (self.source_orb and self.source_orb.edition) or ability_edition_override or 0
7856 an:add(wall_arrow(hit.point_x - math.cos(self.r)*wa_offset, hit.point_y - math.sin(self.r)*wa_offset, {r = self.r, color = self.color, edition = wa_ed}))
7857 end
7858 self:die()
7859 return
7860 end
[result-id: r6]
I need to add a fuse on wall hit for explosive_arrow. Let me add it before self:die():
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now set up test orbs:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Test it — fire arrows into enemies/walls, they stick and detonate after 1.5s. Stack multiple on one target for bigger boom. Chain detonation cascades through nearby fused targets.
Arrow sticking to wall has the same problem as before where it's not sticking correctly visually (above wall and wall edge). RPG3_FireMagic_Explosion01.wav for explosion, RPG3_FireMagicArrow_Projectile02.wav for cast.
For the wall fuse visual — the fuse arrows are drawn on ability_layer which is above walls. Since they're stuck in the wall, they should draw on ground_floor like wall_arrow does. Let me fix the drawing, then add the sounds.
Grep (Draw fuse arrows)
9181: -- Draw fuse arrows
Read (E:\a327ex\Orblike\main.lua)
9181 -- Draw fuse arrows
9182 for _, fuse in ipairs(explosive_fuses) do
9183 if fuse.timer > 0 then
9184 local fx, fy = fuse.x, fuse.y
9185 local ed = fuse.edition
9186 if ed > 0 then
9187 ability_layer:shader_set_float(draw_shader, 'u_edition', ed)
9188 ability_layer:shader_set_float(draw_shader, 'u_time', an.time)
9189 end
9190 for _, vis in ipairs(fuse.visuals) do
9191 local vx = fx + vis.offset_d*math.cos(vis.offset_r)
9192 local vy = fy + vis.offset_d*math.sin(vis.offset_r)
9193 ability_layer:push(vx, vy, vis.r, 1, 1)
9194 ability_layer:rounded_rectangle(-5, -2, 10, 4, 2, fuse.color())
9195 ability_layer:pop()
9196 end
9197 if ed > 0 then
9198 ability_layer:shader_set_float(draw_shader, 'u_edition', 0)
9199 end
9200 end
[result-id: r7]
Wall fuses (target == nil) should draw on ground_floor, enemy fuses on ability_layer:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now add the sounds:
Bash (find /e/a327ex/Orblike/assets -name "RPG3_FireMagic_Explosion01*" -o -name "RPG3...)
/e/a327ex/Orblike/assets/RPG3_FireMagicArrow_Projectile02.wav
/e/a327ex/Orblike/assets/RPG3_FireMagic_Explosion01.wav
Bash (ffmpeg -i "RPG3_FireMagic_Explosion01.ogg" -af volumedetect -f null /dev/null 2>...)
(Bash completed with no output)
Bash (cd /e/a327ex/Orblike/assets && ffmpeg -i "RPG3_FireMagic_Explosion01.wav" -c:a l...)
[out#0/ogg @ 0000022934687d80] video:0KiB audio:172KiB subtitle:0KiB other streams:0KiB global headers:4KiB muxing overhead: 3.103751%
size= 178KiB time=00:00:03.64 bitrate= 398.7kbits/s speed=61.3x elapsed=0:00:00.05
[out#0/ogg @ 0000017d306800c0] video:0KiB audio:199KiB subtitle:0KiB other streams:0KiB global headers:4KiB muxing overhead: 2.727117%
size= 205KiB time=00:00:03.64 bitrate= 459.3kbits/s speed=56.7x elapsed=0:00:00.06
[out#0/ogg @ 000001d857977a00] video:0KiB audio:52KiB subtitle:0KiB other streams:0KiB global headers:4KiB muxing overhead: 9.166713%
size= 57KiB time=00:00:01.05 bitrate= 446.6kbits/s speed=33.1x elapsed=0:00:00.03
[out#0/ogg @ 0000028193ff5d00] video:0KiB audio:64KiB subtitle:0KiB other streams:0KiB global headers:4KiB muxing overhead: 7.482725%
size= 69KiB time=00:00:01.05 bitrate= 540.1kbits/s speed=34.2x elapsed=0:00:00.03
[result-id: r9]
Bash (ffmpeg -i "RPG3_FireMagic_Explosion01.ogg" -af volumedetect -f null /dev/null 2>...)
[Parsed_volumedetect_0 @ 00000292ad676940] mean_volume: -17.2 dB
[Parsed_volumedetect_0 @ 0000021d15a46940] mean_volume: -24.7 dB
Volumes:
- RPG3_FireMagic_Explosion01: -17.2 dB →
0.5 * 10^((-24-(-17.2))/20)=0.5 * 0.437= 0.22 - RPG3_FireMagicArrow_Projectile02: -24.7 dB →
0.5 * 10^(0.7/20)=0.5 * 1.084= 0.54
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now update the ability definition to use the new sounds:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now add the explosion sound to the detonate function:
Grep (Visual explosion)
9143: -- Visual explosion
Read (E:\a327ex\Orblike\main.lua)
9143 -- Visual explosion
9144 local pc = ability_particle_color(fuse.edition, fuse.color)
9145 an:add(area(fx, fy, {ability = 'explosive_arrow', color = fuse.color, mods = fuse.mods, edition = fuse.edition}))
9146 an.camera.shake:shake(4 + fuse.count, 0.3)
9147
[result-id: r10]
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Test it — wall fuses draw on ground_floor (below walls), fire arrow cast sound on fire, explosion sound on detonation.
The stuck projectile is now not showing.
The fuse arrows at wall positions aren't pushed outward into the floor area like wall_arrow is. They're at the exact wall boundary where the ground layer's wall gradient covers them. I need to offset them:
Grep (explosive_fuse_add(nil)
7870: explosive_fuse_add(nil, hit.point_x, hit.point_y, {
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Pushed 2px outward (opposite projectile direction) into the floor area, same as wall_arrow. Test it.
Still not visible, it's another issue.
The issue is timing — explosive_fuse_update runs in early_action which draws the fuse arrows BEFORE the floor polygon is drawn in action. The floor polygon covers them on the same layer.
I need to split the fuse drawing into a separate action callback that runs after the floor polygon:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now add an an:action callback for the fuse drawing, placed after the ground drawing action so it runs after the floor polygon:
Grep (-- Explosive arrow fuse system$)
No matches found
Grep (Explosive arrow fuse system)
9079:-- Explosive arrow fuse system
11292:-- Explosive arrow fuse system
Read (E:\a327ex\Orblike\main.lua)
11292 -- Explosive arrow fuse system
11293 an:early_action(function()
11294 explosive_fuse_update(an.dt)
11295 end)
11296
Now add the draw as an action callback right after:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now the floor polygon draws in one action, then the fuse arrows draw in a later action — both on ground_floor, but fuses on top. Test it.
25% higher volume on explosion
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
0.45
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Seems to work. Update interactions.md with it.
Edit (E:\a327ex\Orblike\tags.md)
The file E:\a327ex\Orblike\tags.md has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Orblike\interactions.md)
The file E:\a327ex\Orblike\interactions.md has been updated successfully. (file state is current in your context — no need to Read it back)
Done. Want to test interactions, or move on to the last ability (X — the push arrow)?
area_echo should have the explosion happen multiple times, isn't that how it is for fireball? Should be the same as there
You're right — fireball's area_echo repeats the explosion at the same position after a delay. Explosive arrow's detonation should do the same — the explosion repeats N times. Let me update the interactions entry:
Edit (E:\a327ex\Orblike\interactions.md)
The file E:\a327ex\Orblike\interactions.md has been updated successfully. (file state is current in your context — no need to Read it back)
These should already work since the detonation spawns an area object with fuse.mods, and cascade/area_echo are handled by the area constructor. Let's test interactions now or move on to X?
Let's test interactions.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Batch 1:
- Base — plain explosive arrow
- spread(3) — 3 arrows in fan
- nova — 8 arrows all directions
- pierce(3) — arrow pierces through 3 enemies, fusing each
- homing — arrow homes toward enemies
- area+++ — 2x explosion radius
Test it.
Add to todo: modifier that makes projectile abilities be shot upwards and fall down instead on target location, like big rock but for any projectile
Edit (E:\a327ex\Orblike\todo.md)
The file E:\a327ex\Orblike\todo.md has been updated successfully. (file state is current in your context — no need to Read it back)
Now back to testing — how did batch 1 go?
10% lower explosion sound, distance based decay for it too, the projectiles sticking to enemies should always be half outside the enemy, currently they're mostly inside the enemy
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now add distance decay to the explosion sound:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now fix the fuse arrow offset — currently offset_d is 0-4px random, need to push them outward so they're half outside the enemy. The arrow is 10px long, so half outside means the center should be at the enemy's edge (~7px out from center):
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now each fuse arrow is offset 7px from the enemy center in roughly the opposite direction of the projectile's travel (with slight random variation), so half the arrow sticks out. Test it.
The stuck projectile should also rotate with the enemy? Currently it's just there
I need to store the offset angle relative to the enemy's rotation at stick time, then apply the enemy's current rotation when drawing:
Grep (seeker.self.r|self.r.seeker|function seeker:new)
8741:function seeker:new(x, y)
Read (E:\a327ex\Orblike\main.lua)
8741 function seeker:new(x, y)
8742 object.new(self)
8743 self:tag('enemy')
8744 self.x, self.y = x, y
8745 self.w, self.h = 14, 6
8746 self.base_speed = an.random:float(50, 75)
8747 self.speed = self.base_speed
8748 self.slow_multiplier = 1
8749 self.draw_color = red:clone()
8750 self.r = 0
8751 self.hp = 5
8752 self.max_hp = 5
8753 self.show_hp_bar = false
8754 self.flashing = false
8755 self.damaged_by_area = {}
[result-id: r11]
Good, enemies have self.r. Now update the fuse visual to store the angle relative to the enemy's rotation at stick time:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now update the draw code to add the enemy's current rotation:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now fuse arrows rotate with the enemy — the offset angle and arrow angle are stored relative to the enemy's rotation at stick time, then the enemy's current rotation is added when drawing. Test it.
0.45 explosion sound again, then next tests
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Batch 2:
- chain(3) — arrow chains to 3 enemies, fusing each
- knockback+++ — strong knockback on explosion
- ability_echo(3) — fires 3 arrows with delay
- cascade(3) — explosion spawns copies in a line
- area_echo(3) — explosion repeats 3 times
- magnetic_area — pull enemies toward explosion center
Test it.
area_echo delay should be way lower for this ability specifically
Grep (echo_delay)
737: echo_delay = 0.3,
863: echo_delay = 0.2,
1412: local echo_delay = def.echo_delay or 0.55
1414: self.timer:after(w*echo_delay, function() spawn_self_area_formation() end)
1497: local echo_delay = def.echo_delay or 0.55
1499: self.timer:after(w*echo_delay, function() spawn_aimed_area() end)
2042: local echo_delay = 0.2
2044: self.timer:after(delay + w*echo_delay, function()
8422: local echo_delay_dur = (def and def.echo_delay) or 0.55
8423: self.timer:after(echo_delay_dur, function()
[Showing results with pagination = limit: 10]
[result-id: r12]
The area echo delay comes from def.echo_delay with a fallback of 0.55s. I'll add a low echo_delay to explosive_arrow:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
0.15s between echo explosions instead of the default 0.55s. Test it.
Perfect, next tests.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Batch 3:
- null_conversion — fires from orb, purple
- ability_copy — all orbs fire explosive arrows
- returning_arc — arrow curves and returns, fusing enemies along both directions
- infinite_chain — arrow chains forever, fusing everything in range
- projectile_speed--- — slow arrows
- trigger_while_channelling — auto-fires while beam held (hold T)
Test it.
Perfect, more tests
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Batch 4:
- parallel(3) — 3 parallel arrows
- back + sides — arrows in 4 directions
- cast_on_expire(frost_nova) — frost_nova when arrow dies
- mid_return — arrows return at 100 range
- spread(3) + pierce(3) — fan of piercing arrows
- projectile_speed+++ — fast arrows
Test it.
Anything more to test?
No, that covers all the modifiers that should have an effect on explosive_arrow. Everything else is "no effect" (beam, melee, strike, formation, zone modifiers). Explosive arrow is done.
Last ability: X — the push arrow. Want to get started on it, or end the session here?
Let's end it here. Name it "Orblike 5 Arrow Abilities"
Skill
Launching skill: end-session
Base directory for this skill: E:\a327ex.claude\skills\end-session
End Session Workflow
This skill is invoked from the same conversation where the work was done. You already have the full session context in memory — you do NOT need to read the transcript.
Step 1: Get Session Info
Ask the user: 1. Session title (max 30 characters). Examples: "Anchor Phase 10 Part 5", "Physics Arena Setup", "Timer System Fix" 2. Which project was this session for? Options: Anchor, emoji-ball-battles, orblike, other
Step 2: Write Summary
Write the summary from your conversation memory. You have the full session context — no need to read any files.
The summary should be thorough and detailed. Each major topic deserves its own section with multiple specific bullet points. Don't compress — expand.
Purpose: These summaries serve as searchable records. Future Claude instances will grep through past logs to find how specific topics were handled. The more detail you include, the more useful the summary becomes for finding relevant context later.
Format (this is just an example structure — adapt sections to match what actually happened):
# [Title] ## Summary [1-2 sentence overview of the session's main focus] **[Topic 1 - e.g., "Spring Module Implementation"]:** - First specific detail about what was done - Second detail - include file names, function names - User correction or feedback (quote if notable) - Technical decisions and why **[Topic 2 - e.g., "Camera Research"]:** - What was researched - Key findings - How it influenced implementation **[Topic 3 - e.g., "Errors and Fixes"]:** - Specific error message encountered - Root cause identified - How it was fixed [Continue for each major topic...] --- [Rest of transcript follows]Rules: - Be thorough — If in doubt, include more detail, not less. Each topic should be as detailed as possible while still being a summary. - Think searchability — Future instances will search these logs. Include keywords, function names, error messages that someone might grep for. - One section per major topic — Don't combine unrelated work into one section - Chronological order — Sections should match conversation flow - Specific details — Error messages, file names, function names, parameter values - Include user quotes — When user gave notable feedback, quote it (e.g., "k/d variables are not intuitive at all") - Weight planning equally — Research, proposals, alternatives considered, user feedback on approach are as important as implementation - Weight problems solved — Errors, root causes, fixes, user corrections all matter - Technical specifics — Include formulas, API signatures, parameter changes when relevant
Step 3: Get User Approval
Show the title and summary to the user. Wait for approval before proceeding. If they have corrections, fix them.
Step 4: Convert Transcript and Write Log File
# Find recent sessions by LAST MESSAGE TIMESTAMP (not file modification time) python E:/a327ex/Anchor/scripts/find-recent-session.py --limit 5The script shows sessions sorted by when they ended. The first result is the current conversation (since end-session was invoked here). Use it.
Convert the transcript to markdown and write the log file with the approved summary as header:
python E:/a327ex/Anchor/scripts/jsonl-to-markdown.py [SESSION_PATH] E:/a327ex/anchor.blot.im/logs/[slug].mdUse lowercase hyphenated slug derived from the title (e.g., "anchor-primitives-hitstop-animation").
Then replace the default header (
# Session YYYY-MM-DD...) with the approved title and summary.Step 5: Sync Context Files to Blot
cp E:/a327ex/.claude/CLAUDE.md E:/a327ex/anchor.blot.im/context/CLAUDE.md cp E:/a327ex/Anchor/docs/* E:/a327ex/anchor.blot.im/context/Step 6: Commit Project Repo
Based on which project was worked on:
For Anchor:
bash cd E:/a327ex/Anchor git add docs/ framework/ engine/ scripts/ reference/ git statusFor emoji-ball-battles:
bash cd E:/a327ex/emoji-ball-battles git add -A git statusFor orblike:
bash cd E:/a327ex/orblike git add -A git statusFor other projects: Ask the user which files to stage.
IMPORTANT — FULL SUMMARY IN COMMIT: The commit message MUST include the FULL summary from the log file. Read the summary back from the log file to ensure nothing is missing.
IMPORTANT — COMMIT METHOD: The summary contains backticks, special characters, and markdown that WILL break heredocs and
git commit -m. ALWAYS use the file-based method below. NEVER try a heredoc first — it will fail and produce a malformed commit that needs amending.Commit using a temporary file (extracts only the summary text, not the markdown heading or
## Summaryline):# Extract summary: skip line 1 (# Title) and line 3 (## Summary), take lines 4 onward until the --- separator awk 'NR>=4 && /^---$/{exit} NR>=4{print}' E:/a327ex/anchor.blot.im/logs/[slug].md > /tmp/commit_msg.txt # Prepend the title (plain text, no #) and append attribution sed -i "1i [Title]\n" /tmp/commit_msg.txt printf "\nGenerated with [Claude Code](https://claude.com/claude-code)\n\nCo-Authored-By: Claude <noreply@anthropic.com>\n" >> /tmp/commit_msg.txt git commit -F /tmp/commit_msg.txtStep 7: Push Both Repos
# Push project repo to GitHub git push origin main # Push Blot repo (logs and context are already there) cd E:/a327ex/anchor.blot.im && git add -A && git commit -m "[Title]" && git push origin masterStep 8: Confirm
Tell the user: - Commit hash - That GitHub push succeeded - That Blot push succeeded
ARGUMENTS: Orblike 5 Arrow Abilities
The user already provided the title: "Orblike 5 Arrow Abilities" and the project is Orblike.
Summary
Here's the title and summary:
Title: Orblike 5 Arrow Abilities
Orblike 5 Arrow Abilities
Summary
Major session implementing 5 new arrow abilities for Orblike, plus solving the ground layer separation problem for proper visual layering of ground effects. Implemented piercing_arrow, arrow_barrage, rotating_turret (with charge system), tornado_shot, and explosive_arrow. Also added arrow sounds, wall_arrow visual system, and the ground_floor layer separation via shader alpha cutout.
Ground Layer Separation (Floor vs Wall):
- Problem: needed to draw ground effects (wall arrows, ice patches) above floor but below wall gradient/symbols/edge lines, all rendered on single
groundlayer with post-process shader - Tried and failed: stencil masking (blocky artifacts from 8x texture), transparent gradient texture (blocky alpha boundary), multiple layer splits without shader changes
- Solution found via subagent research: modify wall_gradient.frag shader to output
FragColor = vec4(0.0, 0.0, 0.0, 0.0)for floor pixels, making floor area transparent ongroundlayer - Added
ground_floorlayer betweenbgandground— draws floor polygon, visible through the transparent hole inground - Floor polygon drawn on BOTH layers:
ground_floor(visible) andground(mask for shader to detect floor pixels) - Wall gradient texture kept fully opaque — floor polygon still covers its blocky edges on
groundbefore shader processes it - Layer compositing uses
GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA— transparent floor ongroundcorrectly revealsground_floorbelow - This enables ground effects to draw on
ground_floorafter the floor polygon (viaan:actioncallback ordering)
Piercing Arrow:
- Tags:
projectile, physical, inherent infinite pierce, no max_range (dies on wall hit only) - On hit: damage + knockback + hit effects, projectile continues through
- Arrow sounds:
arrow_hit_wood+arrow_shooton fire,arrow_hit_wall_1/arrow_hit_wall_2on wall hit with distance-based volume decay - Wall arrow visual (SNKRX-style):
wall_arrowobject draws onground_floor, stays 0.8-2s, blinks 7 times then dies - Wall arrow pushed 2px outward (opposite projectile direction) so tail sticks into floor area
- Wall arrow uses edition draw shader per-object for correct edition coloring
- Added
fire_sounds(plural, random choice) andfire_sound_2(plays simultaneously) to projectile fire logic
Sound Pipeline:
- Converted multiple WAV files: ARROW_Hit_Body_stereo, ARROW_Hit_Wood_Shield_stereo, BOW_Release_Arrow_Large_mono, BOW_Release_Arrow_mono, Arrow Impact wood 1/3, RPG3_GenericArrow_Shoot01, PM_GENERIC_Slash03_P1_Cast, RPG3_FireMagic_Explosion01, RPG3_FireMagicArrow_Projectile02
- Full pipeline: WAV→OGG (libvorbis q10), bitcrushed variants (acrusher bits=10 samples=3), volume measurement (volumedetect), normalized volumes (baseline -24dB = 0.5)
- Wall hit sounds use distance-based decay:
vol_mult = math.max(1 - d/500, 0.15)
Arrow Barrage:
- Tags:
projectile, physical, fires 6 arrows in rapid succession (0.06s delay) - Each arrow has slight lateral offset (±8px perpendicular), minimal angle jitter (0), ±5% speed variation
- Refactored projectile fire code: extracted
fire_shots()function, barrage calls it N times withself.timer:afterdelays - Added
speed_multarg to projectile constructor for per-arrow speed variation - Projectile speed 250 (higher than default 190), cooldown 2s
Rotating Turret:
- Tags:
projectile, physical, construct, duration, charges— first construct and charge-based ability - Charge system: general system on orbs,
activation = 'charges', accumulates charges over time (charge_time = 4,max_charges = 3), each key press consumes one charge - Charge dots drawn below orb as 2px rectangles (filled = available, dark = spent)
- Secondary charge system (
sec_charges) for when charge ability is secondary on an orb (e.g., trigger_while_channelling) - Construct carrier: places turret at mouse position with max range 150, raycasts each final position to prevent placement inside walls
- Turret object: stationary, rotates at π rad/s, fires 4 arrows at 90° intervals every 2.5s, lasts 12s, blinks then dies
- Visual: two crossed rounded rectangles forming X/cross shape, with edition shader support
- Physics:
constructtag, static circle collider, enemies physically pushed away on contact (force 3) - Spawn effect: spring pop + flash + hit_circle + particles (like enemy spawn)
- Cast sound:
construct_cast(PM_GENERIC_Slash03_P1_Cast) - Modifier split:
projectile_modifiers affect turret shots only, general modifiers affect both turret placement AND shots - Duration modifiers scale turret lifetime, cast_on_expire fires on turret death AND arrow death
Tornado Shot:
- Tags:
projectile, area, duration, physical, wind— PoE-style projectile that splits into secondary nova - Primary: projectile with fast-spinning DoT zone following it (like ball_lightning), travels to mouse position OR max range (150), whichever is closer
target_mouse = trueon ability def, clamped bymax_rangein projectile constructor (skipped for secondaries)- On death: zone dies, 6 secondary projectiles spawn in nova pattern
- Secondaries: normal projectiles, same size as primary, higher speed (250), no max_range, no spin
- Tornado spin: always rightward (spin_dir = 1), 12π rad/s on projectile, zone uses same direction via
arc_signarg - Zone rotation: same speed/behavior as cyclone (3.75π base)
- Duration modifiers scale range via
duration_scales_range = true homing_zoneremapped tohoming,zone_speedremapped toprojectile_speedfor tornadogrowing_zone/shrinking_zone: usesgrowth_duration(estimated from travel distance/speed) instead of zone's 999s duration- Burst particles: 10 particles with rightward spin (5-8), velocity 60-240, duration 0.4-1.0s
- Sounds:
wind_proj_3for cast (withfire_volume = 0.45),windfield_castfor burst - Fixed returning_arc: skip
distance_traveled >= max_rangedeath whenreturning_arcmod is active - Fixed secondaries: skip max_range entirely for
is_secondaryprojectiles
Explosive Arrow:
- Tags:
projectile, area, duration, physical, fire— PoE-style fuse stacking with chain detonation - Global fuse system:
explosive_fusestable tracks fuses per target (enemy or wall position) - On hit: arrow sticks into enemy (no damage), adds fuse, resets fuse timer to 1.5s
- On wall hit: fuse at wall position (pushed 2px outward into floor area)
- Detonation: at timer expiry or max fuses (6), AoE damage = base + 1 per fuse count, radius = base + 2 per fuse
- Chain detonation: explosion hitting fused enemies sets their timer to min(current, 0.15s), cascading through packs
- Fuse visuals: arrows drawn on
ability_layer(enemy fuses) orground_floor(wall fuses), rotate with enemy - Visual offset: 7px from enemy center in opposite direction of arrow travel, stored relative to enemy rotation at stick time
- Draw timing: fuse update in
early_action, fuse draw inaction(after floor polygon to avoid being covered) - Sounds:
explosive_arrow_fire(RPG3_FireMagicArrow_Projectile02) for cast,explosive_arrow_explode(RPG3_FireMagic_Explosion01) for detonation with distance decay echo_delay = 0.15for fast area_echo on explosions- Color: orange
Trigger System Improvements:
fire_triggered_ability()helper: strips trigger mods (cast_on_expire,cast_on_apex,cast_on_tick) from child mods to prevent infinite recursion- Replaced all 3
cast_on_apexblocks andcast_on_expireblock with calls to this helper cast_on_expirenow fires the linked ability as a full ability (viaactivate) not just spawning an area — fireball fires a projectile toward mouse, not just its explosionactivateacceptschild_modsviaoverride_pos.child_modsto use pre-stripped modsreturn_targeton projectiles: turret arrows return to turret, not player; used for both linear return and arc return
Trigger While Channelling Fix:
- Changed from cooldown-based to tick-based: fires every 8 beam damage ticks
- Respects charge system: checks
sec_chargesfor charge-based secondary abilities before activating
Todo Additions:
- Alternative casting methods: spin cast (mouse rotation), waypoint walk, wall touch, stillness cast
- Lob/arc_launch modifier: makes any projectile fire upward and land at target location
Does this look good?
Yes.
Bash (python E:/a327ex/Anchor/scripts/find-recent-session.py --limit 5)
2026-04-08T01:38:45.434Z 83677958-2df1-4ce7-aef5-d38617674096 <-- MOST RECENT
C:\Users\adn/.claude/projects/E--a327ex\83677958-2df1-4ce7-aef5-d38617674096.jsonl
2026-04-07T09:01:35.181Z f97d1f9d-710d-484a-bf2c-fc1d4c4478f8
C:\Users\adn/.claude/projects/E--a327ex\f97d1f9d-710d-484a-bf2c-fc1d4c4478f8.jsonl
2026-04-07T00:55:01.308Z 80269b26-059f-4660-82f6-43c725efc060
C:\Users\adn/.claude/projects/E--a327ex\80269b26-059f-4660-82f6-43c725efc060.jsonl
2026-04-07T00:14:14.958Z cfe393df-b782-4b2c-a10d-73ff7bbd7f99
C:\Users\adn/.claude/projects/E--a327ex\cfe393df-b782-4b2c-a10d-73ff7bbd7f99.jsonl
2026-04-06T00:48:24.253Z 60f7b14f-4be1-46ef-afe0-7a661d17b54e
C:\Users\adn/.claude/projects/E--a327ex\60f7b14f-4be1-46ef-afe0-7a661d17b54e.jsonl
[result-id: r13]