hey all, is a code like this possible? i'm trying to fill a boss arena with bloodflame as the fight goes on without hitting the 260 active bullet limit. After which, bullets from any attacks won't spawn (yours, the bosses, etc.). Which is quite a problem
I'm also open to any other suggestions because I'm quite stumped on this one, but this is what I've thought of so far
- cover the entire arena with bloodflame visual effects (not active bullets)
- set those effects to be invisible
- set each effect to become visible if that tile comes in contact with a specific bullet (the boss throwing bloodflame)
--- essentially, as the boss throws more bloodflame, the flame hits the invisible bloodflame visual effects already on the arena slowly revealing them as the fight progresses. just visual effects so far, no damage from them yet
ok time for damage and bullets then:
4. create a "bloodflame trap" bullet by using the tile traps in caria manor (the ones that shoot a glintstone at you when stepped on)
5. cover the entire boss area with those traps as well and add a flag to them where they only start working if the bloodflame visual effect of that tile had already been triggered.
6. Have each of these traps constantly refresh - when a player steps on it, it activates. when they step off of it, it turns off. when they step back on, it turns on, and so on
--- so in total: as the boss throws bloodflame, those bullets hit the invisible bloodflame visual effects all around the map making them visible. each visible tile is then connected to a bloodflame trap that activates a bullet when the player character steps on it while constantly refreshing checking for that. Essentially meaning that the bloodflame the character is standing on will always be a bullet while the bloodflame the character is not standing on will only be a visual effect