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[SUBMISSION] Reflective potion

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3 years 4 months ago - 3 years 4 months ago #1 by KILLA DIO
[SUBMISSION] Reflective potion was created by KILLA DIO
Information:
Name: Reflective potion
Type: Reflector
Palette: Custom\Blasphemer
Summon: ReflectivePotion
Use type: Is the powerup used immediately when you grab it (Instant), or is it stored for later (Inventory)?
Duration: 20s
Brightmaps: No
Actor modification: no
ACS: Yes

Description:
A potion that temporarily reflects projectiles and prevents other forms of damage

Credits:
Code: KILLA DIO, Jarewill (Zdoom forums)
Sounds: KILLA DIO, 3D realms, Raven software
Sprites: Neoworm
GLdefs: KILLA DIO
Idea Base: Blood's reflective shots

Download:
https://www.dropbox.com/s/ptltqgvwy43g41x/Reflective%20Potion%20.pk3?dl=0

Sprite:
Last edit: 3 years 4 months ago by KILLA DIO.

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3 years 4 months ago #2 by Gothic
Replied by Gothic on topic <span class=
At launch, it gives me this error message:
  • I think it should give a more visual clue to how much time it lasts, like most powerups in Doom (I suggest using a blue coloration).
  • The description says "reflects projectiles and other forms of damage", but it seems to reflect only projectiles. Maybe it could reflect bullets and melee attacks like the original Reflective Shots powerup did.
  • The script needs to be (void) instead of ENTER, or else it will play the power down sound effect at the start of the level.

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3 years 4 months ago - 3 years 4 months ago #3 by KILLA DIO
Replied by KILLA DIO on topic <span class=
I'll try and fix the issues, I thought it already reflected hitscan but admittedly that was not tested much

Edit: it all should be fixed, I'll upload a seperate version that doesnt reflect hitscan due to the only way to do so also messing with the projectile reflection, if it gets added, chose whichever you wish
Last edit: 3 years 4 months ago by KILLA DIO.

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3 years 4 months ago - 3 years 4 months ago #4 by KILLA DIO
Replied by KILLA DIO on topic [SUBMISSION] Reflective potion
Upon further consideration I have decided that the item should not reflect hitscan as the only way I currently know how to also messes up projectile reflection
Last edit: 3 years 4 months ago by Tormentor667.

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3 years 4 months ago - 3 years 4 months ago #5 by Gothic
Replied by Gothic on topic [SUBMISSION] Reflective potion
I suggest changing the color to Powerup.Color 40 40 99 0.3, so it can look translucent. Also scale down the pickup like 0.7, that flask is enormous. It needs GLDEFS as well.
Last edit: 3 years 4 months ago by Gothic.

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3 years 4 months ago - 3 years 4 months ago #6 by KILLA DIO
Replied by KILLA DIO on topic [SUBMISSION] Reflective potion
I'm not sure about scaling it, I'm trying to make it pixel consistent with the original heretic and hexen powerups

Edit: gldefs added and powerupcolour changed
Last edit: 3 years 4 months ago by KILLA DIO.

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3 years 4 months ago #7 by Gothic
Replied by Gothic on topic [SUBMISSION] Reflective potion

I'm not sure about scaling it, I'm trying to make it pixel consistent with the original heretic and hexen powerups
 
Yeah, but that sprite is enormous, and considering it came from Doom alpha, it doesn't even fit the Raven style. Have you tried using a different sprite? Here are some bottle made by Neoworm for example:

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3 years 4 months ago - 3 years 4 months ago #8 by KILLA DIO
Replied by KILLA DIO on topic [SUBMISSION] Reflective potion
I might try editing it with some raven style outlines

EDIT: decided to use one of the Neoworm Sprites
Last edit: 3 years 4 months ago by KILLA DIO.

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3 years 4 months ago #9 by Gothic
Replied by Gothic on topic [SUBMISSION] Reflective potion
One last thing, you should make the potion float like most of Heretic and Hexen artifacts do, and make the inventory icon "REFPA0" instead of a different sprite, you don't need a separate graphic unless the artifact sprite is too big (like the ShadowSphere)

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3 years 4 months ago - 3 years 4 months ago #10 by KILLA DIO
Replied by KILLA DIO on topic [SUBMISSION] Reflective potion
The heretic and hexen items use a separate graphic with different offsets, while I'm not sure, this is most likely because the offsets need to be different on the hud

EDIT: On further testing, you were right gothic

EDIT 2: Done!
Last edit: 3 years 4 months ago by KILLA DIO.

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