User Tools

Site Tools


mr:ignite_spell

ignite_spell - Code References

Ignite Spell Icon

Java Classes

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:
    1. Validates target cell is valid
    2. Uses Ballistica.cast() for ray tracing
    3. Creates FlameParticle burst at target
    4. Spawns Fire blob with strength 5
    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
mr/ignite_spell.txt · Last modified: by 127.0.0.1