// Visual Status Effects // by: micahel.g.g. // v0.5 // Visualizes and animates most of the debuffs and buffs on the characters. // Flames animate for Damage Over Time, ice forms around legs for Chilled, sick bubbles appear overhead for Poision effects and more. // Will be shown on the stonehead and the enemy being targeted. // In it's current state some of the visualized effects may be a little off from where they would be expected to be on some minor foes. This is going to be cleaned up in a later version. //set counter for animations var count var ice_y ?loc.begin count = 0 //set the 'y' position value of the frozen area on specific enemies ?foe.name = "wasp_nest" | foe.name = "wasp" | foe.name = "Angry Shroom" | foe = tree_boss | foe = dysangelos_perfected ice_y = 4 :?foe.name = "Morel" | foe.name = "Enoki" | foe = acronian_scout | foe = acronian_cultist ice_y = 6 :?foe.name = "poena" | foe.name = "pallas" | foe = yeti | foe = nagaraja ice_y = 8 : ice_y = 2 //Draw Debuffs for Enemies---------------------------------------------- //'Frozen' Status ?foe.debuffs.string = "debuff_chill:1" | foe.debuffs.string = "debuff_chill:2" | foe.debuffs.string = "debuff_chill:3" >f0,@ice_y@,#888888,ascii ### ##/"\'/\` ./|..|: \.. asciiend //REALLY 'Frozen' Status ?foe.debuffs.string = "debuff_chill:4" | foe.debuffs.string = "debuff_chill:5" | foe.debuffs.string = "debuff_chill:6" >f0,@ice_y@,#888888,ascii ###########/| ###/|.####/ |\ ##/ \/'.`|. ' \/', ./| |: \.. |\ \. asciiend //Animation for 'Poisoned' Status ?foe.debuffs.string = "debuff_damage" ?count <= 3 >f0,-2,#888888,ascii Oo . asciiend :?count <= 6 >f0,-2,#888888,ascii .O o asciiend :?count <= 9 >f0,-2,#888888,ascii o. O asciiend //Animation for DOT 'On Fire' Status ?foe.debuffs.string = "debuff_dot" ?count <= 3 >f0,0,#888888,ascii #`, ( ` asciiend :?count <= 6 >f0,0,#888888,ascii .' ##) asciiend :?count <= 9 >f0,0,#888888,ascii #'. ( ) asciiend //Animation for 'igniton' Status ?foe.debuffs.string = "ignition" ?count <= 3 >f0,4,#888888,ascii '` ` asciiend :?count <= 6 >f0,4,#888888,ascii ' : # asciiend :?count <= 9 >f0,4,#888888,ascii . ` # asciiend //draw status effects for the stonehead------------------------------------- //'Frozen' Status ?debuffs.string = "debuff_chill" | debuffs.string = "debuff_yeti_chill" >h-4,2,#888888,ascii ### ##/"\'/\` ./|..|: \.. asciiend //Animation for 'Poisoned' Status ?debuffs.string = "debuff_damage" ?count <= 3 >h0,-2,#888888,ascii Oo . asciiend :?count <= 6 >h0,-2,#888888,ascii .O o asciiend :?count <= 9 >h0,-2,#888888,ascii o. O asciiend //Animation for DOT 'On Fire' Status ?debuffs.string = "debuff_dot" ?count <= 3 >h-2,1,#888888,ascii #`, (#` asciiend :?count <= 6 >h-2,1,#888888,ascii .' ##) asciiend :?count <= 9 >h-2,1,#888888,ascii #'. (#) asciiend //Animation for 'igniton' Status ?debuffs.string = "ignition" ?count <= 3 >h0,4,#888888,ascii '` ` asciiend :?count <= 6 >h0,4,#888888,ascii ' : # asciiend :?count <= 9 >h0,4,#888888,ascii . ` # asciiend //Draw Buffs for the Stonehead------------------------------------------- //Animation for 'Lucky' Status ?buffs.string = "lucky_mult" | buffs.string = "lucky_crit" ?count <= 4 >h-3,0,#white,ascii #♪ asciiend :?count <= 9 >h-3,0,#white,ascii ♪ asciiend //Animation for 'Strength' Status ?buffs.string = "strength" ?count <= 3 >h-3,0,#white,ascii P asciiend ?count <= 6 >h-3,0,#white,ascii #O asciiend :?count <= 9 >h-3,0,#white,ascii ##W asciiend //Animation for 'Berserk' Status ?buffs.string = "berserk" ?count <= 4 >h-3,0,#white,ascii ╬ asciiend :?count <= 9 >h-3,0,#white,ascii #╬ asciiend //Animation for 'Vampire' Status ?buffs.string = "vampiric" ?count <= 4 >h-4,0,#white,ascii v,,v asciiend :?count <= 9 >h-4,0,#white,ascii v^^v asciiend //Draw 'Smite' Status ?buffs.string = "smite" >h-3,3,#AA00DE,ascii #\#!#/ asciiend count++ ?count > 9 count = 0