mr:ignite_spell
Table of Contents
ignite_spell - Code References
Java Classes
- Ignite.java - Main spell implementation
- Spell.java - Base spell class
- SpellHelper.java - Spell helper utilities
- Ballistica.java - Ray casting for targeting
- FlameParticle.java - Flame particle effects
- CellEmitter.java - Cell effect emitter
- Fire.java - Fire blob spawned by spell
Key Implementation Details:
- Package: com.nyrds.pixeldungeon.mechanics.spells
- Constructor: Ignite() - sets up spell properties
- targetingType: TARGET_CELL (targets a specific cell)
- magicAffinity: AFFINITY_ELEMENTAL
- level: 2 (spell level)
- image: 1 (sprite index)
- spellCost: 2 (magic points required)
- texture(): Returns “spellsIcons/elemental.png”
- cast(): Main casting method that:
- Validates target cell is valid
- Uses Ballistica.cast() for ray tracing
- Creates FlameParticle burst at target
- Spawns Fire blob with strength 5
- Calls castCallback() after effect
JSON Configuration
This entity is implemented in Java, no JSON configuration exists
String Resources
<string name="Ignite_Name">Ignite</string> <string name="Ignite_Info">Creates a burst of flames at the target location</string>
Lua Scripts
This entity is implemented in Java, no Lua script exists
Implementation Details
- Package: com.nyrds.pixeldungeon.mechanics.spells
- Targeting Type: TARGET_CELL (targets a specific cell)
- Magic Affinity: ELEMENTAL
- Spell Level: 2
- Image ID: 1
- Spell Cost: 2 magic points
- Texture: spellsIcons/elemental.png
Effects
- Creates flame particles at target location using CellEmitter.center().burst()
- Spawns Fire blob (5 strength) at target cell via GameScene.add()
- Uses Ballistica for targeting validation
- Flame particle count scales with caster's skill level
Related mr Entities
mr/ignite_spell.txt · Last modified: by 127.0.0.1

