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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'call')' in or related to this line: 'BaseEntity.prototype.update.call(self); // <<< CALL PARENT UPDATE FIRST (for modifiers)' Line Number: 564
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'call')' in or related to this line: 'BaseEntity.prototype.update.call(self); // <<< CALL PARENT UPDATE FIRST (for modifiers)' Line Number: 564
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'call')' in or related to this line: 'BaseEntity.prototype.update.call(self); // <<< CALL PARENT UPDATE FIRST (for modifiers)' Line Number: 564
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Please fix the bug: 'Uncaught TypeError: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'healthText.style.fill = 0x00FF00;' Line Number: 3209
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The enemy animations are flashing while rotating through the images, fix this so it is smooth and doesn't flash
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Change all of these "shapes" to image assets please: LK.init.shape('AdaptiveConstruction_icon', {width:80, height:80, color:0xabfa55, shape:'box'}) LK.init.shape('AncientWisdom_icon', {width:80, height:80, color:0x4bc7a6, shape:'box'}) LK.init.shape('AnomalyShift_icon', {width:80, height:80, color:0x36dda5, shape:'box'}) LK.init.shape('BeastTamer_icon', {width:80, height:80, color:0xb28b49, shape:'box'}) LK.init.shape('BlueBulwark_icon', {width:80, height:80, color:0xf5322c, shape:'box'}) LK.init.shape('CascadeofDisorder_icon', {width:80, height:80, color:0x6ba212, shape:'box'}) LK.init.shape('ChaoticSpark_icon', {width:80, height:80, color:0xb3aa7a, shape:'box'}) LK.init.shape('ChromaticFusion_icon', {width:80, height:80, color:0x316dbd, shape:'box'}) LK.init.shape('DodgeMatrix_icon', {width:80, height:80, color:0x5060d3, shape:'box'}) LK.init.shape('ElementalInfusion_icon', {width:80, height:80, color:0x4d931b, shape:'box'}) LK.init.shape('ElementalMastery_icon', {width:80, height:80, color:0x91620d, shape:'box'}) LK.init.shape('EntropyShield_icon', {width:80, height:80, color:0xf0c6c5, shape:'box'}) LK.init.shape('FracturedFate_icon', {width:80, height:80, color:0x766e87, shape:'box'}) LK.init.shape('GreenGrowth_icon', {width:80, height:80, color:0x13c21f, shape:'box'}) LK.init.shape('HerbalRemedies_icon', {width:80, height:80, color:0xbcc511, shape:'box'}) LK.init.shape('HybridCrafting_icon', {width:80, height:80, color:0x329fad, shape:'box'}) LK.init.shape('IndigoInsight_icon', {width:80, height:80, color:0xbaa469, shape:'box'}) LK.init.shape('LegendaryAncestor_icon', {width:80, height:80, color:0x2b7ff1, shape:'box'}) LK.init.shape('MasterworkCreation_icon', {width:80, height:80, color:0x16b9dc, shape:'box'}) LK.init.shape('MidnightCrescendo_icon', {width:80, height:80, color:0x3b6ecc, shape:'box'}) LK.init.shape('ModularEnhancement_icon', {width:80, height:80, color:0xd1035f, shape:'box'}) LK.init.shape('MuffledStrikes_icon', {width:80, height:80, color:0xe23831, shape:'box'}) LK.init.shape('NeuralHijack_icon', {width:80, height:80, color:0x1bee31, shape:'box'}) LK.init.shape('NightfallVeil_icon', {width:80, height:80, color:0x07f897, shape:'box'}) LK.init.shape('OverclockCore_icon', {width:80, height:80, color:0x42be3e, shape:'box'}) LK.init.shape('OverloadBlast_icon', {width:80, height:80, color:0xfae44d, shape:'box'}) LK.init.shape('PowerSurge_icon', {width:80, height:80, color:0x86d5d7, shape:'box'}) LK.init.shape('PrismaticAscendance_icon', {width:80, height:80, color:0x4d2b3b, shape:'box'}) LK.init.shape('RealityCollapse_icon', {width:80, height:80, color:0xf9e5c0, shape:'box'}) LK.init.shape('RedRadiance_icon', {width:80, height:80, color:0x146a37, shape:'box'}) LK.init.shape('ReflexAccelerator_icon', {width:80, height:80, color:0x8eaec7, shape:'box'}) LK.init.shape('ResourcefulSalvage_icon', {width:80, height:80, color:0x2d0cd9, shape:'box'}) LK.init.shape('RunicSlots_icon', {width:80, height:80, color:0x005446, shape:'box'}) LK.init.shape('SerratedShade_icon', {width:80, height:80, color:0x008cdc, shape:'box'}) LK.init.shape('ShadowFamiliar_icon', {width:80, height:80, color:0xe735e2, shape:'box'}) LK.init.shape('SpiritGuidance_icon', {width:80, height:80, color:0x6d76de, shape:'box'}) LK.init.shape('UmbralEchoes_icon', {width:80, height:80, color:0x8d305c, shape:'box'}) LK.init.shape('UnstableRift_icon', {width:80, height:80, color:0x67cffb, shape:'box'}) LK.init.shape('WarriorSpirit_icon', {width:80, height:80, color:0x17566d, shape:'box'}) LK.init.shape('WhisperedSteps_icon', {width:80, height:80, color:0x7a976b, shape:'box'}) LK.init.shape('YellowZephyr_icon', {width:80, height:80, color:0x4f78ed, shape:'box'})
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Please fix the bug: 'Uncaught TypeError: activeSkillTreePopup.getChildByName is not a function' in or related to this line: 'var pointsTextNode = activeSkillTreePopup.getChildByName(skillName + "_pointsText");' Line Number: 2031
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Please fix the bug: 'Uncaught TypeError: skillPopup.getChildByName is not a function' in or related to this line: 'var descTextElement = skillPopup.getChildByName("skillDescriptionText");' Line Number: 1804
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The skill descriptions are not updating like they should be for the forge of possibilities skill tree skills
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History Code Assets Play Publish ↕️Scroll up to show more VA Great, now for the next ranks, take out the words "Each rank" so they start with Increases. ✅ Update Data Spike description to remove 'Each rank' from the text ⏪Revert to here VA Great, now when I am "spending" my skill points into the skill node of choice, I want the 0/5 number to increase each spend i.e. 1/5, 2/5, and so on. Do not allow anymore then the max number. ✅ Update createSkillPopup to handle skill point allocation display ✅ Update openSkillTreePopup to track skill points for Circuit of Ascension skills ✅ Define variables to track all skill points allocations ✅ Update skill popup creation to handle skill point allocation ✅ Update Circuit of Ascension skill tree node display ✅ Update Echoes of Ancestry skill tree node display ✅ Update Forge of Possibilities skill tree node display ✅ Update Prism of Potential skill tree node display ✅ Update Nexus of Chaos skill tree node display ✅ Update Symphony of Shadows skill tree node display ✅ Update Data Spike popup to handle the diminishing returns description ⏪Revert to here VA The number beneath the skill node does not update dynamically from 0/5 to 1/5 when I spend a skill point into the skill node like it should ✅ Fix spendButton click handler to properly update skill point allocation display ✅ Modify createSkillPopup to add skill points allocation text for skill nodes ⏪Revert to here VA Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'includes')' in or related to this line: 'return child instanceof Text2 && child.text.includes('/') && child.y > skillPopup.height / 2;' Line Number: 1460 ✅ Fix TypeError by ensuring child has text property before calling includes ⏪Revert to here VA Hmmm, I now have a number updating correctly when points are spent, inside of the skill description. This is fine, except that the numbers under each skill node do not change also. Maybe attach those numbers to eachother to both update? ✅ Update spendButton click handler to update both popup and skill tree node allocation displays ✅ Add function to update all skill node point displays in skill tree screens ✅ Modify spendButton click handler to update skill node point displays in the skill tree screens ⏪Revert to here VA Great, the numbers are both updating, but the number under the skill tree node is not updating until I leave the current screen by pressing the back button and then re-open it. ✅ Fix skill node points display not updating immediately ⏪Revert to here VA the numbers are both updating, but the number under the skill tree node is not updating until I leave the current screen by pressing the back button and then re-open it. Is there anyway to get that to work? ✅ Fix skill node point display not updating immediately by checking for Text2 elements in createSkillPopup function ✅ Fix updateSkillNodePointDisplays function to properly identify and update skill point displays ⏪Revert to here VA Make this the case for this skill: Here is the template to follow: Reflex Accelerator: Boosts movement speed—+10 %, +8 %, +6 %, +4 %, then +2 % for a total of +30 % at rank 5. Make sure the description updates each time a skill point is spent to represent this. For example: Boosts movement speed by 10% for the first point. Then, after a skill point is placed into it and the allocation text changes to 1/5, the description changes to "Boosts movement speed by 8% (Currently 10%)". This is how Each point should increase it. ✅ Fix Reflex Accelerator skill description to update dynamically with diminishing returns ✅ Update spendButton click handler to handle Reflex Accelerator's specific description update ⏪Revert to here VA Make this the case for this skill: Overclock Core: Increases attack speed and energy regeneration—+2.5 % & +2.0 %, +2.0 % & +1.6 %, +1.5 % & +1.2 %, +1.0 % & +0.8 %, then +0.5 % & +0.4 % for a total of +7.5 % attack speed and +6.0 % energy regen at rank 5. Make sure the description updates to reflect both stats. For example: "Increases attack speed by 2.5% and energy regeneration by 2.0%." Then: "Increases attack speed by 2.0% and energy regeneration by 1.6% (Currently 2.5% / 2.0%)." ✅ Implement Overclock Core skill with proper description and updating mechanism ⏪Revert to here VA The overclock core deacription is not updating dynamically like I just asked you to implement ✅ Fix Overclock Core skill description to dynamically update with diminishing returns ✅ Update spendButton click handler to properly handle Overclock Core's dynamic description ⏪Revert to here VA Make this the case for this skill: Neural Hijack: Converts an enemy to fight for you and reduces cooldown with each rank—3 s/30 s, 4 s/27 s, 5 s/24 s, 6 s/21 s, and then 8 s/ 15 s. Make sure the description updates accordingly. For example: "Temporarily converts an enemy to fight for you for 3 seconds (Cooldown: 30s)." Then: "Converts an enemy for 4 seconds (Cooldown: 27s) (Currently 3s / 30s)." ✅ Create displayNeuralHijackPopup function with diminishing returns ⏪Revert to here VA It is not updating dynamically like it should ✅ Fix Neural Hijack skill description to dynamically update with diminishing returns ✅ Fix spendButton click handler to properly update Neural Hijack description dynamically ✅ Fix createSkillPopup function to properly find and update skill point displays ⏪Revert to here VA Now make this the case: Dodge Matrix: Grants a chance to evade attacks—+10 %, +8 %, +6 %, +4 %, then +2 % for a total of +30 % at rank 5. Make sure the description updates each time. For example: "Grants a 10% chance to dodge enemy attacks." Then: "Grants an 8% chance to dodge enemy attacks (Currently 10%)." ✅ Implement Dodge Matrix skill with dynamic description updates that show diminishing returns ✅ Update spendButton click handler to properly update Dodge Matrix description ⏪Revert to here VA Power Surge: Releases an energy burst that increases in damage and radius—×1.0 & 2.0 units, ×1.25 & 2.5 units, ×1.5 & 3.0 units, then ×1.75 & 3.5 units. Make sure the description updates each time. For example: "Releases an energy burst dealing 100% magic damage in a 2.0-unit radius." Then: "Deals 125% magic damage in a 2.5-unit radius (Currently 100% / 2.0)." ✅ Implement Power Surge skill with dynamic description updates for damage and radius ⏪Revert to here VA It's not updating dynamically like it should ✅ Fix Power Surge skill description to dynamically update with damage and radius values ✅ Update spendButton click handler to properly handle Power Surge skill description updates ✅ Fix createSkillPopup function to properly update skill point displays ⏪Revert to here VA Now for Overload Blast: Unleashes a massive fir explosion—300 % damage to all enemies in a 5-unit radius with a 60 s cooldown. This is a single-rank ultimate, so it doesn't scale. Description: "Unleashes a massive explosion, dealing 300% fire damage to all enemies in the room (Cooldown: 60s)." Also, change the skill point allocation max to 1 for this skill. ✅ Add Overload Blast skill as a single-rank ultimate with correct description and max points ✅ Add Overload Blast to skillPointAllocations with max 1 point ⏪Revert to here VA The overload blast skill node skill allocation text underneath it should say 0/1, but it currently says 0/5. ✅ Fix Overload Blast skill node allocation text to display 0/1 ⏪Revert to here VA What is the text underneath each skill node called? The text underneath each skill node is called **pointsText**. This text displays the current and maximum skill point allocation for each skill node, formatted as "current/max". VA Great, for overload blast skill node **pointsText** change the max from 0/5 to 0/1 ✅ Fix Overload Blast skill node pointsText to display 0/1 ⏪Revert to here VA What is the points text in the description called? The text underneath each skill node that displays the current and maximum skill point allocation is called **pointsText**. This text is formatted as "current/max" to indicate how many points have been allocated to that particular skill node out of the maximum possible points. VA What about in the skill description popup? In the skill description popup, the text that displays the current and maximum skill point allocation is referred to as **allocationText**. This text is formatted as "current/max" to indicate how many points have been allocated to that particular skill out of the maximum possible points. VA Great, what line of code is pointstext for overload blast? The `pointsText` for the Overload Blast skill node is defined in the section of the code where skill nodes are created and displayed within the skill tree popups. Specifically, it is created when iterating over the skill nodes to display their current and maximum skill point allocations. The `pointsText` is set to display "0/1" for the Overload Blast skill node, reflecting its maximum allocation of 1 point. This is done by accessing the `skillPointAllocations` object to retrieve the current points and maximum points for each skill node, and then creating a `Text2` object with this information to display beneath the skill node icon. VA Please save this source code ✅ Code successfully saved ⏪Revert to here VA It looks like the Overload Blast skill node is duplicated with the "Ultimate Skill" node within the code and it is causing issues. Can you change those instances to Overload Blast only please ✅ Remove 'Ultimate Skill' node and use 'Overload Blast' everywhere in skill tree and allocation ✅ Replace 'Ultimate Skill' node with 'Overload Blast' in Circuit of Ascension skillNodes ✅ Update skillNode.down handler to use 'Overload Blast' instead of 'Ultimate Skill' ⏪Revert to here VA Explain all of the Echoes of ancestry skills to me Absolutely! Here’s a clear, human-friendly explanation of all the skills in the **Echoes of Ancestry** skill tree, based on your game’s design: --- ## Echoes of Ancestry Skill Explanations ### 1. **Ancient Wisdom** *Tap into the deep knowledge of your forebears. Increases your critical hit chance by 5% per point spent, up to a maximum. This skill makes your attacks more likely to deal extra damage.* --- ### 2. **Elemental Mastery** *Channel elemental forces passed down through the ages. Each point increases the elemental damage of your attacks, making both your sword and bow strikes more powerful with fire, ice, or other magical effects.* --- ### 3. **Warrior Spirit** *Draw upon the martial prowess of ancestral warriors. Each point increases your melee attack speed by 10%, allowing you to swing your sword faster and deal more damage in close combat.* --- ### 4. **Beast Tamer** *Ancestral bonds with nature grant you the ability to briefly call forth a spectral beast. At higher ranks, you can summon a spirit animal that attacks nearby enemies for a short time before vanishing.* --- ### 5. **Herbal Remedies** *Old herbal secrets provide gentle healing over time. With each point, you gradually restore a portion of your health while in battle, helping you survive longer.* --- ### 6. **Spirit Guidance** *A guiding ancestral spirit offers insight in combat. Each point reduces incoming damage by 5%, making you more resilient against enemy attacks.* --- ### 7. **Legendary Ancestor** *Invoke the essence of a mighty champion from your bloodline. For a short duration, you gain a significant boost to both your damage and defense, turning the tide of battle in your favor.* --- **In summary:** The Echoes of Ancestry tree is all about drawing on the power, wisdom, and protection of your ancestors. It offers a mix of offensive boosts (like critical chance and elemental damage), defensive perks (damage reduction and healing), and unique abilities (summoning a beast or temporarily becoming a legendary hero). Let me know if you’d like a breakdown of another skill tree or more details on any specific skill! VA Ancient Wisdom: Increases elemental critical hit chance—+5 %, +4 %, +3 %, +2 %, then +1 % for a total of +15 % at rank 5. Make sure the description updates each time a skill point is spent to represent this. For example: "Increases elemental critical hit chance by 5%." Then: "Increases elemental critical hit chance by 4% (Currently 5%)." Elemental Mastery: Increases elemental damage—+10 %, +8 %, +6 %, +4 %, then +2 % for a total of +30 % at rank 5. Make sure the description updates each time. For example: "Increases elemental damage by 10%." Then: "Increases elemental damage by 8% (Currently 10%)." Warrior Spirit: Increases melee attack speed—+10 %, +8 %, +6 %, +4 %, then +2 % for a total of +30 % at rank 5. Make sure the description updates each time. For example: "Increases melee attack speed by 10%." Then: "Increases melee attack speed by 8% (Currently 10%)." Beast Tamer: Summons a spirit animal ally—2 s duration / 20 s cooldown, 3 s / 18 s, then 4 s / 16 s. Make sure the description updates with duration and cooldown scaling. For example: "Summons a spirit beast for 2 seconds (Cooldown: 20s)." Then: "Summons a spirit beast for 3 seconds (Cooldown: 18s) (Currently 2s / 20s)." Herbal Remedies: Grants passive healing over time—0.5 % max HP/sec, 0.6 %, 0.7 %, 0.8 %, then 1.0 % at rank 5. Make sure the description updates each time. For example: "Heals 0.5% of max HP per second during combat." Then: "Heals 0.6% per second (Currently 0.5%)." Spirit Guidance: Reduces incoming damage—5 %, 4 %, 3 %, 2 %, then 1 % for a total of 15 % at rank 5. Make sure the description updates each time. For example: "Reduces incoming damage by 5%." Then: "Reduces incoming damage by 4% (Currently 5%)." Legendary Ancestor: Temporarily boosts damage and defense—+100 % damage & +50 % defense for 6 s (Cooldown: 60 s). This is a single-rank ultimate. Description: "Temporarily increases your damage by 100% and defense by 50% for 6 seconds (Cooldown: 60s)." FAILURE: Unexpected error VA Now do the same as we did with circuit of ascension skill tree with the Echoes of Ancestry skill tree skills. Here is the template for them all: Ancient Wisdom: Increases elemental critical hit chance—+5 %, +4 %, +3 %, +2 %, then +1 % for a total of +15 % at rank 5. Make sure the description updates each time a skill point is spent to represent this. For example: "Increases elemental critical hit chance by 5%." Then: "Increases elemental critical hit chance by 4% (Currently 5%)." Elemental Mastery: Increases elemental damage—+10 %, +8 %, +6 %, +4 %, then +2 % for a total of +30 % at rank 5. Make sure the description updates each time. For example: "Increases elemental damage by 10%." Then: "Increases elemental damage by 8% (Currently 10%)." Warrior Spirit: Increases melee attack speed—+10 %, +8 %, +6 %, +4 %, then +2 % for a total of +30 % at rank 5. Make sure the description updates each time. For example: "Increases melee attack speed by 10%." Then: "Increases melee attack speed by 8% (Currently 10%)." Beast Tamer: Summons a spirit animal ally—2 s duration / 20 s cooldown, 3 s / 18 s, then 4 s / 16 s. Make sure the description updates with duration and cooldown scaling. For example: "Summons a spirit beast for 2 seconds (Cooldown: 20s)." Then: "Summons a spirit beast for 3 seconds (Cooldown: 18s) (Currently 2s / 20s)." Herbal Remedies: Grants passive healing over time—0.5 % max HP/sec, 0.6 %, 0.7 %, 0.8 %, then 1.0 % at rank 5. Make sure the description updates each time. For example: "Heals 0.5% of max HP per second during combat." Then: "Heals 0.6% per second (Currently 0.5%)." Spirit Guidance: Reduces incoming damage—5 %, 4 %, 3 %, 2 %, then 1 % for a total of 15 % at rank 5. Make sure the description updates each time. For example: "Reduces incoming damage by 5%." Then: "Reduces incoming damage by 4% (Currently 5%)." Legendary Ancestor: Temporarily boosts damage and defense—+100 % damage & +50 % defense for 6 s (Cooldown: 60 s). This is a single-rank ultimate. Description: "Temporarily increases your damage by 100% and defense by 50% for 6 seconds (Cooldown: 60s)." ✅ Implement dynamic diminishing returns popup for Ancient Wisdom skill ✅ Implement dynamic diminishing returns popup for Elemental Mastery skill ✅ Implement dynamic diminishing returns popup for Warrior Spirit skill ✅ Implement dynamic duration/cooldown popup for Beast Tamer skill ✅ Implement dynamic diminishing returns popup for Herbal Remedies skill ✅ Implement dynamic diminishing returns popup for Spirit Guidance skill ✅ Implement static ultimate popup for Legendary Ancestor skill ⏪Revert to here VA The descriptions are not changing dynamically when skill points are added to the skill node. ✅ Make skill popup descriptions for Echoes of Ancestry update dynamically after spending points ⏪Revert to here VA For legendary ancester set the max points allocatable to 1 ✅ Set Legendary Ancestor max points allocatable to 1 ⏪Revert to here VA What are the skills and their descriptions in the forge of possibilities skill tree? Of course! Here are the skills and their descriptions for the **Forge of Possibilities** skill tree, written in clear, human-friendly language: --- ## Forge of Possibilities — Skill Explanations ### 1. **Adaptive Construction** *Learn to rapidly modify your weapons on the fly. Temporarily increase your sword or bow damage by 10% depending on which you wield most recently.* --- ### 2. **Elemental Infusion** *Forge special arrowheads or blade edges with elemental cores. Each successful hit has a small chance to apply a random elemental effect to enemies.* --- ### 3. **Modular Enhancement** *Attach versatile modules to your equipment. Gain a slight increase in attack speed and movement speed, allowing you to reposition more effectively during combat.* --- ### 4. **Resourceful Salvage** *Disassemble enemy gear after defeats. Occasionally gain a temporary buff that slightly increases your skill point gain or reduces skill cooldowns.* --- ### 5. **Hybrid Crafting** *Blend melee and ranged weapon traits. Your arrows gain a minor cleave effect at short range, and your sword attacks have a small chance to unleash a short-ranged projectile.* --- ### 6. **Runic Slots** *Add runic slots to your weapons. When you acquire elemental shards from fallen foes, socketing them grants short-term buffs like increased critical chance, armor, or life steal.* --- ### 7. **Masterwork Creation** *Temporarily upgrade your weapon into a masterwork artifact. Significantly boosts both melee and ranged damage, and improves your elemental infusions for a short duration, turning you into a forging prodigy on the battlefield.* --- Let me know if you’d like a breakdown of another skill tree or want to see how these skills scale with points! VA Change the Forge of possibilities skill tree skills descriptions to these and have them update dynamically when a skill point is allocated to them. Firebrand Enchantment: Imbue your weapon with searing flame—each rank adds +5 % fire damage and +2 % chance to ignite on hit. Make sure the description updates each time a skill point is spent to represent this. For example: “Imbue your weapon with searing flame, adding 5% fire damage and 2% chance to ignite on hit.” Then: “Imbue your weapon with searing flame, adding 10% fire damage and 4% chance to ignite on hit (Currently 5% fire damage / 2% ignite).” Elemental Tempo: Every swing or shot has a passive chance to inflict a random elemental effect—proc chance scales +10 %, +8 %, +6 %, +4 %, then +2 % (max 30 % at rank 5). Make sure the description updates each time a skill point is spent. For example: “Every attack has a 10% chance to inflict a random elemental effect.” Then: “Every attack has an 18% chance to inflict a random elemental effect (Currently 10%).” Mechanical Reflex: Bolted springs release on hit, giving you a chance to instantly ready your weapon for an extra strike—proc chance scales +3 %, +6 %, +9 %, +12 %, then +15 % (max 15 % at rank 5). Make sure the description updates each time. For example: “Each hit has a 3% chance to instantly ready your weapon for an extra strike.” Then: “Each hit has a 6% chance to instantly ready your weapon for an extra strike (Currently 3%).” Resourceful Salvage: Disassemble enemy gear on kill for a small chance to siphon extra skill‐point gain—proc chance scales 2 %→6 % and buff strength/duration scales +10 % for 5 s up to +20 % for 15 s. Make sure the description updates each time. For example: “Killing an enemy has a 2% chance to grant +10% skill‐point gain for 5 seconds.” Then: “Killing an enemy has a 3% chance to grant +12% skill‐point gain for 7 seconds (Currently 2% / +10% / 5s).” Hybrid Crafting (1/1): Fuse melee and ranged traits: your arrows cleave a nearby target at short range (30% splash), and sword swings have a 20% chance to fire a projectile at 50% damage. Make sure this description appears correctly when the point is spent. Gem Harvester: Kills can drop volatile runic gems that grant a random buff—buff potency and duration scale from +5 % for 3 s up to +15 % for 8 s, and drop chance scales 5 %→20 %. Make sure the description updates each time a skill point is spent. For example: “Killing an enemy has a 5% chance to drop a runic gem granting a random +5% buff for 3 seconds.” Then: “Killing an enemy has an 8% chance to drop a runic gem granting a random +7% buff for 4 seconds (Currently 5% / +5% / 3s).” Masterwork Creation: Temporarily transform your weapon into a masterwork artifact—damage bonus, arrow‐cleave count, and shockwave radius all increase with each of 3 ranks. Make sure the description updates each time a point is spent. For example (Rank 1): “Transforms your weapon for 6s, granting +30% damage, arrows cleave 1 extra target, and melee triggers a 1‐unit shockwave (Cooldown: 60s).” Then (Rank 2): “Transforms your weapon for 6s, granting +60% damage, arrows cleave 2 extra targets, and melee triggers a 2‐unit shockwave (Currently +30% / 1 cleave / 1‐unit shockwave).”
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For legendary ancester set the max points allocatable to 1
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The descriptions are not changing dynamically when skill points are added to the skill node.
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Now do the same as we did with circuit of ascension skill tree with the Echoes of Ancestry skill tree skills. Here is the template for them all: Ancient Wisdom: Increases elemental critical hit chance—+5 %, +4 %, +3 %, +2 %, then +1 % for a total of +15 % at rank 5. Make sure the description updates each time a skill point is spent to represent this. For example: "Increases elemental critical hit chance by 5%." Then: "Increases elemental critical hit chance by 4% (Currently 5%)." Elemental Mastery: Increases elemental damage—+10 %, +8 %, +6 %, +4 %, then +2 % for a total of +30 % at rank 5. Make sure the description updates each time. For example: "Increases elemental damage by 10%." Then: "Increases elemental damage by 8% (Currently 10%)." Warrior Spirit: Increases melee attack speed—+10 %, +8 %, +6 %, +4 %, then +2 % for a total of +30 % at rank 5. Make sure the description updates each time. For example: "Increases melee attack speed by 10%." Then: "Increases melee attack speed by 8% (Currently 10%)." Beast Tamer: Summons a spirit animal ally—2 s duration / 20 s cooldown, 3 s / 18 s, then 4 s / 16 s. Make sure the description updates with duration and cooldown scaling. For example: "Summons a spirit beast for 2 seconds (Cooldown: 20s)." Then: "Summons a spirit beast for 3 seconds (Cooldown: 18s) (Currently 2s / 20s)." Herbal Remedies: Grants passive healing over time—0.5 % max HP/sec, 0.6 %, 0.7 %, 0.8 %, then 1.0 % at rank 5. Make sure the description updates each time. For example: "Heals 0.5% of max HP per second during combat." Then: "Heals 0.6% per second (Currently 0.5%)." Spirit Guidance: Reduces incoming damage—5 %, 4 %, 3 %, 2 %, then 1 % for a total of 15 % at rank 5. Make sure the description updates each time. For example: "Reduces incoming damage by 5%." Then: "Reduces incoming damage by 4% (Currently 5%)." Legendary Ancestor: Temporarily boosts damage and defense—+100 % damage & +50 % defense for 6 s (Cooldown: 60 s). This is a single-rank ultimate. Description: "Temporarily increases your damage by 100% and defense by 50% for 6 seconds (Cooldown: 60s)."
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It looks like the Overload Blast skill node is duplicated with the "Ultimate Skill" node within the code and it is causing issues. Can you change those instances to Overload Blast only please
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For some reason, Overload Blast is also Ultimate skill in the code.
Code edit (1 edits merged)
Please save this source code
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Great, for overload blast skill node **pointsText** change the max from 0/5 to 0/1
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The overload blast skill node skill allocation text underneath it should say 0/1, but it currently says 0/5.
/**** * Classes ****/ // AimingJoystick class for aiming separately from movement var AimingJoystick = Container.expand(function () { var self = Container.call(this); var joystickBackground = self.attachAsset('joystickBackground', { anchorX: 0.5, anchorY: 0.5 }); var joystickHandle = self.attachAsset('joystickHandle', { anchorX: 0.5, anchorY: 0.5 }); self.x = 2048 - joystickBackground.width / 2 - 100; self.y = 2732 - joystickBackground.height / 2 - 100; var maxRadius = 100; var isDragging = false; self.down = function (x, y, obj) { isDragging = true; }; self.move = function (x, y, obj) { if (isDragging && !isPopupActive) { var localPos = self.toLocal(obj.global); var dx = localPos.x; var dy = localPos.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > maxRadius) { var angle = Math.atan2(dy, dx); dx = maxRadius * Math.cos(angle); dy = maxRadius * Math.sin(angle); } joystickHandle.x = dx; joystickHandle.y = dy; } }; self.up = function (x, y, obj) { isDragging = false; joystickHandle.x = 0; joystickHandle.y = 0; }; self.getDirection = function () { var magnitude = Math.sqrt(joystickHandle.x * joystickHandle.x + joystickHandle.y * joystickHandle.y); if (magnitude > 0) { return { x: joystickHandle.x / magnitude, y: joystickHandle.y / magnitude }; } return { x: 0, y: 0 }; }; self.getRotation = function () { if (joystickHandle.x === 0 && joystickHandle.y === 0) { return null; // No direction provided } return Math.atan2(joystickHandle.y, joystickHandle.x); }; self.hasInput = function () { return joystickHandle.x !== 0 || joystickHandle.y !== 0; }; return self; }); // Arrow class representing the arrows fired by the hero var Arrow = Container.expand(function () { var self = Container.call(this); self.attachAsset('arrow', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 15; self.damage = 5; self.update = function () { self.x += Math.cos(self.rotation) * self.speed; self.y += Math.sin(self.rotation) * self.speed; if (self.x < 0 || self.x > 2048 || self.y < 0 || self.y > 2732) { self.destroy(); } }; }); // BackButton class representing the back button functionality var BackButton = Container.expand(function () { var self = Container.call(this); self.attachAsset('backButton', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 2 }); self.x = 150; self.y = 350; self.down = function () { menuContainer.removeChild(self.parent); menuContainer.addChild(skillTreePopup); }; return self; }); // Enemy class representing the enemy character var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy_run1', { anchorX: 0.5, anchorY: 0.5 }); var frames = [LK.getAsset('enemy_run1', { anchorX: 0.5, anchorY: 0.5 }), LK.getAsset('enemy_run2', { anchorX: 0.5, anchorY: 0.5 }), LK.getAsset('enemy_run3', { anchorX: 0.5, anchorY: 0.5 }), LK.getAsset('enemy_run4', { anchorX: 0.5, anchorY: 0.5 })]; self.speed = 2 + Math.random() * 0.5; self.damageCooldown = 0; var currentFrame = 0; var frameDelay = 30; var frameCounter = 0; self.update = function () { frameCounter++; if (frameCounter >= frameDelay) { frameCounter = 0; self.removeChild(enemyGraphics); currentFrame = (currentFrame + 1) % frames.length; enemyGraphics = self.addChild(frames[currentFrame]); } var offsetX = (Math.random() - 0.5) * 20; var offsetY = (Math.random() - 0.5) * 20; var dx = hero.x + offsetX - self.x; var dy = hero.y + offsetY - self.y; var distance = Math.sqrt(dx * dx + dy * dy); var minDistance = 70; if (distance > minDistance) { self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; self.rotation = Math.atan2(dy, dx); } else { if (self.damageCooldown <= 0) { hero.health -= 5; self.damageCooldown = 60; updateRoomDisplay(); } else { self.damageCooldown--; } self.x -= dx / distance * (minDistance - distance); self.y -= dy / distance * (minDistance - distance); } if (self.x < wallThickness) { self.x = wallThickness; } if (self.x > roomWidth - wallThickness) { self.x = roomWidth - wallThickness; } if (self.y < wallThickness) { self.y = wallThickness; } if (self.y > roomHeight - wallThickness) { self.y = roomHeight - wallThickness; } }; return self; }); // Hero class representing the player character var Hero = Container.expand(function () { var self = Container.call(this); var heroGraphics = self.attachAsset('hero', { anchorX: 0.5, anchorY: 0.5 }); self.swordGraphics = heroGraphics.addChild(LK.getAsset('sword', { anchorX: 0.5, anchorY: 0.5 })); self.swordGraphics.x = heroGraphics.width / 2 + 20; self.swordGraphics.y = 0; self.bowGraphics = self.attachAsset('bow', { anchorX: 0.5, anchorY: 0.5 }); self.bowGraphics.x = heroGraphics.width / 2; self.bowGraphics.visible = false; self.attackCooldown = 0; self.isAttacking = false; self.health = 100; self.attackDuration = 20; self.attackDurationCounter = 0; // Counter to track swing animation progress self.weaponType = 1; self.attackRange = 60; self.attackDamage = 10; self.speed = 3; // Attack speeds for different weapons self.swordAttackSpeed = 45; // Frames between sword attacks self.bowAttackSpeed = 30; // Frames between arrow shots self.joystick = null; self.aimingJoystick = null; // Properties to track facing direction separately from aiming direction self.facingDirection = 0; // Angle in radians self.update = function () { // Movement handling var direction = this.joystick ? this.joystick.getDirection() : { x: 0, y: 0 }; var nextX = this.x + direction.x * this.speed; var nextY = this.y + direction.y * this.speed; // Wall collision detection if (nextX < wallThickness && !(nextY >= entrances.left.yStart && nextY <= entrances.left.yEnd)) { nextX = wallThickness; } else if (nextX > roomWidth - wallThickness && !(nextY >= entrances.right.yStart && nextY <= entrances.right.yEnd)) { nextX = roomWidth - wallThickness; } if (nextY < wallThickness && !(nextX >= entrances.top.xStart && nextX <= entrances.top.xEnd)) { nextY = wallThickness; } else if (nextY > roomHeight - wallThickness && !(nextX >= entrances.bottom.xStart && nextX <= entrances.bottom.xEnd)) { nextY = roomHeight - wallThickness; } this.x = nextX; this.y = nextY; // Update facing direction if moving if (direction.x !== 0 || direction.y !== 0) { self.facingDirection = Math.atan2(direction.y, direction.x); // Only rotate hero graphics for movement if not aiming if (!self.aimingJoystick || !self.aimingJoystick.hasInput()) { // Use facing direction for hero rotation self.rotation = self.facingDirection; } } // If aiming joystick has input, use that direction for weapon aiming if (self.aimingJoystick && self.aimingJoystick.hasInput()) { var aimAngle = self.aimingJoystick.getRotation(); if (aimAngle !== null) { // Rotate the hero for aiming self.rotation = aimAngle; // Position weapons correctly based on aim direction if (self.weaponType === 1) { // Sword self.swordGraphics.x = heroGraphics.width / 2 + Math.cos(aimAngle - self.rotation) * 20; self.swordGraphics.y = Math.sin(aimAngle - self.rotation) * 20; } else if (self.weaponType === 2) { // Bow self.bowGraphics.x = heroGraphics.width / 2; self.bowGraphics.rotation = 0; // Bow follows hero rotation } } } // Auto-attack system - continuously attack based on weapon type if (!isPopupActive) { if (self.attackCooldown > 0) { self.attackCooldown--; } // For sword attacks - only start a new attack if not already attacking and cooldown is complete if (self.weaponType === 1 && !self.isAttacking && self.attackCooldown <= 0) { // Start a new sword attack self.isAttacking = true; self.attackDurationCounter = self.attackDuration; // Track swing progress separately from cooldown } // For bow attacks if (self.weaponType === 2 && self.attackCooldown <= 0) { // Fire an arrow self.fireArrow(); self.attackCooldown = self.bowAttackSpeed; } } // Attack animation and logic for sword if (self.isAttacking) { // Track swing progress using a dedicated counter if (self.attackDurationCounter > 0) { self.attackDurationCounter--; } var swingProgress = (self.attackDuration - self.attackDurationCounter) / self.attackDuration; self.swordGraphics.rotation = Math.sin(swingProgress * Math.PI) * 1.2; self.swordGraphics.x = heroGraphics.width / 2 + Math.cos(swingProgress * Math.PI) * 30; self.swordGraphics.y = Math.sin(swingProgress * Math.PI) * 30; // End swing animation when appropriate if (swingProgress >= 1) { self.isAttacking = false; self.swordGraphics.rotation = 0; self.attackCooldown = self.swordAttackSpeed; // Only set cooldown after swing completes } else { // Check for enemies hit by sword during swing for (var i = currentRoom.enemies.length - 1; i >= 0; i--) { var enemy = currentRoom.enemies[i]; var angleToEnemy = Math.atan2(enemy.y - self.y, enemy.x - self.x); var angleDifference = Math.abs(angleToEnemy - self.rotation); var swordDx = enemy.x - (self.x + Math.cos(self.rotation) * self.attackRange); var swordDy = enemy.y - (self.y + Math.sin(self.rotation) * self.attackRange); var swordDistance = Math.sqrt(swordDx * swordDx + swordDy * swordDy); if (swordDistance < self.attackRange && angleDifference < Math.PI / 4) { enemy.health -= self.attackDamage; if (enemy.health <= 0) { currentRoom.enemiesKilled++; currentRoom.enemyCounter--; enemy.destroy(); currentRoom.enemies.splice(i, 1); updateRoomDisplay(); } } } } } else { self.swordGraphics.rotation = 0; } }; // Method to fire arrow in aimed direction self.fireArrow = function () { if (self.weaponType !== 2) { return; } // Only fire if bow is equipped var arrow = new Arrow(); arrow.x = self.x; arrow.y = self.y; // Use aiming joystick direction if available, otherwise use facing direction var fireDirection = self.aimingJoystick && self.aimingJoystick.hasInput() ? self.aimingJoystick.getRotation() : self.rotation; arrow.rotation = fireDirection; arrows.push(arrow); game.addChild(arrow); }; }); // Joystick class representing the on-screen joystick for movement var Joystick = Container.expand(function () { var self = Container.call(this); var joystickBackground = self.attachAsset('joystickBackground', { anchorX: 0.5, anchorY: 0.5 }); var joystickHandle = self.attachAsset('joystickHandle', { anchorX: 0.5, anchorY: 0.5 }); self.x = joystickBackground.width / 2 + 100; self.y = 2732 - joystickBackground.height / 2 - 100; var maxRadius = 100; var isDragging = false; self.down = function (x, y, obj) { isDragging = true; }; self.move = function (x, y, obj) { if (isDragging && !isPopupActive) { var localPos = self.toLocal(obj.global); var dx = localPos.x; var dy = localPos.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > maxRadius) { var angle = Math.atan2(dy, dx); dx = maxRadius * Math.cos(angle); dy = maxRadius * Math.sin(angle); } joystickHandle.x = dx; joystickHandle.y = dy; } }; self.up = function (x, y, obj) { isDragging = false; joystickHandle.x = 0; joystickHandle.y = 0; }; self.getDirection = function () { var magnitude = Math.sqrt(joystickHandle.x * joystickHandle.x + joystickHandle.y * joystickHandle.y); if (magnitude > 0) { return { x: joystickHandle.x / magnitude, y: joystickHandle.y / magnitude }; } return { x: 0, y: 0 }; }; return self; }); var Projectile = Container.expand(function () { var self = Container.call(this); self.attachAsset('ranged_attack', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.damage = 5; self.update = function () { self.x += self.vx; self.y += self.vy; self.rotation += 0.1; // Maintain spinning effect if (self.x < 0 || self.x > 2048 || self.y < 0 || self.y > 2732) { self.destroy(); } if (self.intersects(hero)) { hero.health -= self.damage; self.destroy(); updateRoomDisplay(); } }; return self; }); var RangedEnemy = Container.expand(function () { var self = Container.call(this); var rangedGraphics = self.attachAsset('ranged_run1', { anchorX: 0.5, anchorY: 0.5 }); var frames = [LK.getAsset('ranged_run1', { anchorX: 0.5, anchorY: 0.5 }), LK.getAsset('ranged_run2', { anchorX: 0.5, anchorY: 0.5 }), LK.getAsset('ranged_run3', { anchorX: 0.5, anchorY: 0.5 }), LK.getAsset('ranged_run4', { anchorX: 0.5, anchorY: 0.5 })]; self.speed = 2.0; self.health = 20; var currentFrame = 0; var frameDelay = 30; var frameCounter = 0; var projectileCooldown = 180; // 3 seconds at 60 FPS self.update = function () { frameCounter++; if (frameCounter >= frameDelay) { frameCounter = 0; self.removeChild(rangedGraphics); currentFrame = (currentFrame + 1) % frames.length; rangedGraphics = self.addChild(frames[currentFrame]); } var offsetX = (Math.random() - 0.5) * 20; var offsetY = (Math.random() - 0.5) * 20; var dx = hero.x + offsetX - self.x; var dy = hero.y + offsetY - self.y; var distance = Math.sqrt(dx * dx + dy * dy); var desiredDistance = 350; // Further increase the desired distance to maintain from the hero if (distance < desiredDistance) { self.x -= dx / distance * self.speed; self.y -= dy / distance * self.speed; } else if (distance > desiredDistance) { self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; } self.rotation = Math.atan2(dy, dx); if (self.x < wallThickness) { self.x = wallThickness; } if (self.x > roomWidth - wallThickness) { self.x = roomWidth - wallThickness; } if (self.y < wallThickness) { self.y = wallThickness; } if (self.y > roomHeight - wallThickness) { self.y = roomHeight - wallThickness; } if (projectileCooldown <= 0) { self.shootProjectile(); projectileCooldown = 180; // Increase cooldown to 3 seconds at 60 FPS } else { projectileCooldown--; } }; self.shootProjectile = function () { var projectile = new Projectile('ranged_attack'); projectile.x = self.x; projectile.y = self.y; var targetX = hero.x; var targetY = hero.y; var dx = targetX - self.x; var dy = targetY - self.y; var angle = Math.atan2(dy, dx); projectile.rotation = angle; projectile.vx = Math.cos(angle) * projectile.speed; projectile.vy = Math.sin(angle) * projectile.speed; game.addChild(projectile); }; return self; }); // StartGameButton class representing the start game button functionality var StartGameButton = Container.expand(function () { var self = Container.call(this); self.attachAsset('startGameButton', { anchorX: 0.5, anchorY: 0.5, scaleX: 3, scaleY: 3 }); self.x = 2048 / 2; self.y = 2732 - 400; self.down = function () { menuContainer.removeChild(skillTreePopup); isPopupActive = false; isDataSpikePopupActive = false; initializeGame(); // Music is now handled in initializeGame -> playRoomMusic }; return self; }); var TankEnemy = Container.expand(function () { var self = Container.call(this); var tankGraphics = self.attachAsset('tank_run1', { anchorX: 0.5, anchorY: 0.5 }); var frames = [LK.getAsset('tank_run1', { anchorX: 0.5, anchorY: 0.5 }), LK.getAsset('tank_run2', { anchorX: 0.5, anchorY: 0.5 }), LK.getAsset('tank_run3', { anchorX: 0.5, anchorY: 0.5 }), LK.getAsset('tank_run4', { anchorX: 0.5, anchorY: 0.5 })]; self.speed = 1.0; self.health = 50; var currentFrame = 0; var frameDelay = 30; var frameCounter = 0; self.update = function () { frameCounter++; if (frameCounter >= frameDelay) { frameCounter = 0; self.removeChild(tankGraphics); currentFrame = (currentFrame + 1) % frames.length; tankGraphics = self.addChild(frames[currentFrame]); } // Movement logic similar to Enemy class var offsetX = (Math.random() - 0.5) * 20; var offsetY = (Math.random() - 0.5) * 20; var dx = hero.x + offsetX - self.x; var dy = hero.y + offsetY - self.y; var distance = Math.sqrt(dx * dx + dy * dy); var minDistance = 70; if (distance > minDistance) { self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; self.rotation = Math.atan2(dy, dx); } if (self.x < wallThickness) { self.x = wallThickness; } if (self.x > roomWidth - wallThickness) { self.x = roomWidth - wallThickness; } if (self.y < wallThickness) { self.y = wallThickness; } if (self.y > roomHeight - wallThickness) { self.y = roomHeight - wallThickness; } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ function addDirectionalArrows() { var arrowDirections = ['top', 'bottom', 'left', 'right']; arrowDirections.forEach(function (direction) { var arrow = LK.getAsset('directionalArrow', { anchorX: 0.5, anchorY: 0.5 }); switch (direction) { case 'top': arrow.x = 2048 / 2; arrow.y = 500; arrow.rotation = 0; break; case 'bottom': arrow.x = 2048 / 2; arrow.y = 2732 - 500; arrow.rotation = Math.PI; break; case 'left': arrow.x = 500; arrow.y = 2732 / 2; arrow.rotation = -Math.PI / 2; break; case 'right': arrow.x = 2048 - 500; arrow.y = 2732 / 2; arrow.rotation = Math.PI / 2; break; } game.addChild(arrow); LK.effects.flashObject(arrow, 0xffffff, 1000); // Flash effect }); } function displayWhisperedStepsPopup() { var popup = createSkillPopup('Whispered Steps', 'Move silently, becoming harder to detect. Occasionally evade attacks entirely, as your footsteps blend into the ambient darkness.'); menuContainer.addChild(popup); isDataSpikePopupActive = true; } function displayNightfallVeilPopup() { var popup = createSkillPopup('Nightfall Veil', 'Briefly cloak yourself in shadow. While cloaked, project a faint silhouette to mislead foes. Attacks aimed at you may strike only empty air.'); menuContainer.addChild(popup); isDataSpikePopupActive = true; } function displaySerratedShadePopup() { var popup = createSkillPopup('Serrated Shade', 'Enhance your weapons with shadowy edges. Attacks may lacerate enemies, causing bleed-like damage over time as the darkness seeps into their wounds.'); menuContainer.addChild(popup); isDataSpikePopupActive = true; } function displayShadowFamiliarPopup() { var popup = createSkillPopup('Shadow Familiar', 'Summon a small, dark entity that assists you. It distracts enemies, occasionally nipping at their heels and granting you openings to strike.'); menuContainer.addChild(popup); isDataSpikePopupActive = true; } function displayMuffledStrikesPopup() { var popup = createSkillPopup('Muffled Strikes', 'Attacks produce little sound, reducing enemy awareness. Some foes fail to fully react, taking extra critical hits as they struggle to track your movements.'); menuContainer.addChild(popup); isDataSpikePopupActive = true; } function displayUmbralEchoesPopup() { var popup = createSkillPopup('Umbral Echoes', 'Your attacks leave lingering echoes of shadow. These echoes confuse enemies, causing them to strike illusions or hesitate, giving you more control in battle.'); menuContainer.addChild(popup); isDataSpikePopupActive = true; } function displayMidnightCrescendoPopup() { var popup = createSkillPopup('Midnight Crescendo', 'For a short duration, become one with the darkness. Your attacks ignore some armor, movement speed increases, and enemies are overwhelmed by disorienting echoes. A swirling concert of shadows amplifies your lethality.'); menuContainer.addChild(popup); isDataSpikePopupActive = true; } function displayChaoticSparkPopup() { var popup = createSkillPopup('Chaotic Spark', 'Your attacks sometimes produce random elemental effects. Damage types and minor status effects vary unpredictably, keeping foes off-balance.'); menuContainer.addChild(popup); isDataSpikePopupActive = true; } function displayEntropyShieldPopup() { var popup = createSkillPopup('Entropy Shield', 'Surround yourself with shifting energy fields. Each incoming hit has a chance to fizzle harmlessly or rebound, dealing random damage back to attackers.'); menuContainer.addChild(popup); isDataSpikePopupActive = true; } function displayUnstableRiftPopup() { var popup = createSkillPopup('Unstable Rift', 'Occasionally summon a pocket of chaos in battle. Enemies near the rift suffer random debuffs—slowing, poisoning, burning—ever-changing, never stable.'); menuContainer.addChild(popup); isDataSpikePopupActive = true; } function displayAnomalyShiftPopup() { var popup = createSkillPopup('Anomaly Shift', 'Briefly warp your form. Gain random beneficial buffs—from speed and regeneration to critical chance—but each application is uncertain, never guaranteed.'); menuContainer.addChild(popup); isDataSpikePopupActive = true; } function displayCascadeOfDisorderPopup() { var popup = createSkillPopup('Cascade of Disorder', 'Trigger a chain reaction of volatile energies. Attacks may ignite unpredictable chain effects, spreading to multiple enemies or amplifying certain strikes.'); menuContainer.addChild(popup); isDataSpikePopupActive = true; } function displayFracturedFatePopup() { var popup = createSkillPopup('Fractured Fate', 'Tap into temporal chaos. Sometimes attacks hit twice, or cooldowns shorten unexpectedly. Fate bends momentarily, granting you unpredictable bursts of advantage.'); menuContainer.addChild(popup); isDataSpikePopupActive = true; } function displayRealityCollapsePopup() { var popup = createSkillPopup('Reality Collapse', 'For a short time, unravel normal rules. Attacks ignore some defenses, enemies may lose control, and your random benefits intensify. Chaos reigns supreme, leaving foes disoriented and vulnerable.'); menuContainer.addChild(popup); isDataSpikePopupActive = true; } function displayRedRadiancePopup() { var popup = createSkillPopup('Red Radiance', 'Channel the crimson energy of aggression. Increases your attack damage slightly and grants a chance for attacks to ignite enemies, causing minor burn damage over time.'); menuContainer.addChild(popup); isDataSpikePopupActive = true; } function displayBlueBulwarkPopup() { var popup = createSkillPopup('Blue Bulwark', 'Embrace cerulean hues of defense. Enhances your armor and magic resistance for a short duration, reducing incoming damage and occasionally shielding you with a barrier of ice.'); menuContainer.addChild(popup); isDataSpikePopupActive = true; } function displayGreenGrowthPopup() { var popup = createSkillPopup('Green Growth', 'Tap into verdant life essence. Gradually regenerates a portion of your health and grants a chance for attacks to apply a minor heal-over-time effect to yourself or nearby allies.'); menuContainer.addChild(popup); isDataSpikePopupActive = true; } function displayYellowZephyrPopup() { var popup = createSkillPopup('Yellow Zephyr', 'Harness the swiftness of golden winds. Boosts your movement speed slightly and improves your bow’s draw rate or sword swing speed, letting you dart around combat swiftly.'); menuContainer.addChild(popup); isDataSpikePopupActive = true; } function displayIndigoInsightPopup() { var popup = createSkillPopup('Indigo Insight', 'Draw from deep indigo wisdom. Grants increased critical hit chance and a small probability to reflect a portion of incoming damage back at your attacker, showcasing keen foresight.'); menuContainer.addChild(popup); isDataSpikePopupActive = true; } function displayChromaticFusionPopup() { var popup = createSkillPopup('Chromatic Fusion', 'Blend two chosen elemental colors (e.g., Red and Blue) to create a hybrid effect. Depending on the combination, gain unique bonuses, such as fiery storms or frostburn effects, strengthening both offense and defense.'); menuContainer.addChild(popup); isDataSpikePopupActive = true; } function displayPrismaticAscendancePopup() { var popup = createSkillPopup('Prismatic Ascendance', 'Briefly harness all hues at once, greatly enhancing elemental power. Attacks may inflict multiple ailments, and you gain increased damage, defense, healing, and speed.'); menuContainer.addChild(popup); isDataSpikePopupActive = true; } function displayAdaptiveConstructionPopup() { // Firebrand Enchantment: Imbue your weapon with searing flame—each rank adds +5 % fire damage and +2 % chance to ignite on hit. var skillName = 'Adaptive Construction'; var points = skillPointAllocations[skillName] ? skillPointAllocations[skillName].points : 0; var maxPoints = skillPointAllocations[skillName] ? skillPointAllocations[skillName].max : 5; var fireDmgPerRank = 5; var ignitePerRank = 2; var currentFire = points * fireDmgPerRank; var currentIgnite = points * ignitePerRank; var description = ''; if (points === 0) { description = "Imbue your weapon with searing flame, adding 5% fire damage and 2% chance to ignite on hit."; } else if (points < maxPoints) { description = "Imbue your weapon with searing flame, adding " + (points + 1) * fireDmgPerRank + "% fire damage and " + (points + 1) * ignitePerRank + "% chance to ignite on hit (Currently " + currentFire + "% fire damage / " + currentIgnite + "% ignite)."; } else { description = "Maximum rank reached. Imbue your weapon with searing flame, adding 25% fire damage and 10% chance to ignite on hit."; } var popup = createSkillPopup(skillName, description); menuContainer.addChild(popup); isDataSpikePopupActive = true; } function displayElementalInfusionPopup() { // Elemental Tempo: Every swing or shot has a passive chance to inflict a random elemental effect—proc chance scales +10 %, +8 %, +6 %, +4 %, then +2 % (max 30 % at rank 5). var skillName = 'Elemental Infusion'; var points = skillPointAllocations[skillName] ? skillPointAllocations[skillName].points : 0; var maxPoints = skillPointAllocations[skillName] ? skillPointAllocations[skillName].max : 5; var procs = [10, 8, 6, 4, 2]; var currentProc = 0; for (var i = 0; i < points; i++) { currentProc += procs[i]; } var description = ''; if (points === 0) { description = "Every attack has a 10% chance to inflict a random elemental effect."; } else if (points < maxPoints) { var nextProc = procs[points]; description = "Every attack has a " + (currentProc + nextProc) + "% chance to inflict a random elemental effect (Currently " + currentProc + "%)."; } else { description = "Maximum rank reached. Every attack has a 30% chance to inflict a random elemental effect."; } var popup = createSkillPopup(skillName, description); menuContainer.addChild(popup); isDataSpikePopupActive = true; } function displayModularEnhancementPopup() { // Mechanical Reflex: Bolted springs release on hit, giving you a chance to instantly ready your weapon for an extra strike—proc chance scales +3 %, +6 %, +9 %, +12 %, then +15 % (max 15 % at rank 5). var skillName = 'Modular Enhancement'; var points = skillPointAllocations[skillName] ? skillPointAllocations[skillName].points : 0; var maxPoints = skillPointAllocations[skillName] ? skillPointAllocations[skillName].max : 5; var procs = [3, 3, 3, 3, 3]; // Actually, the example says +3, +6, +9, +12, +15, but the text says max 15% at rank 5, so let's use +3 per rank for 15% at 5. var currentProc = points * 3; var description = ''; if (points === 0) { description = "Each hit has a 3% chance to instantly ready your weapon for an extra strike."; } else if (points < maxPoints) { description = "Each hit has a " + (points + 1) * 3 + "% chance to instantly ready your weapon for an extra strike (Currently " + currentProc + "%)."; } else { description = "Maximum rank reached. Each hit has a 15% chance to instantly ready your weapon for an extra strike."; } var popup = createSkillPopup(skillName, description); menuContainer.addChild(popup); isDataSpikePopupActive = true; } function displayResourcefulSalvagePopup() { // Resourceful Salvage: Disassemble enemy gear on kill for a small chance to siphon extra skill‑point gain—proc chance scales 2 %→6 % and buff strength/duration scales +10 % for 5 s up to +20 % for 15 s. var skillName = 'Resourceful Salvage'; var points = skillPointAllocations[skillName] ? skillPointAllocations[skillName].points : 0; var maxPoints = skillPointAllocations[skillName] ? skillPointAllocations[skillName].max : 5; var procChances = [2, 3, 4, 5, 6]; var buffStrengths = [10, 12, 14, 16, 20]; var buffDurations = [5, 7, 9, 12, 15]; var currentProc = points > 0 ? procChances[points - 1] : 0; var currentBuff = points > 0 ? buffStrengths[points - 1] : 0; var currentDur = points > 0 ? buffDurations[points - 1] : 0; var description = ''; if (points === 0) { description = "Killing an enemy has a 2% chance to grant +10% skill‑point gain for 5 seconds."; } else if (points < maxPoints) { var nextProc = procChances[points]; var nextBuff = buffStrengths[points]; var nextDur = buffDurations[points]; description = "Killing an enemy has a " + nextProc + "% chance to grant +" + nextBuff + "% skill‑point gain for " + nextDur + " seconds (Currently " + currentProc + "% / +" + currentBuff + "% / " + currentDur + "s)."; } else { description = "Maximum rank reached. Killing an enemy has a 6% chance to grant +20% skill‑point gain for 15 seconds."; } var popup = createSkillPopup(skillName, description); menuContainer.addChild(popup); isDataSpikePopupActive = true; } function displayHybridCraftingPopup() { // Hybrid Crafting (1/1): Fuse melee and ranged traits: your arrows cleave a nearby target at short range (30% splash), and sword swings have a 20% chance to fire a projectile at 50% damage. var skillName = 'Hybrid Crafting'; var points = skillPointAllocations[skillName] ? skillPointAllocations[skillName].points : 0; var maxPoints = skillPointAllocations[skillName] ? skillPointAllocations[skillName].max : 1; var description = ''; if (points === 0) { description = "Fuse melee and ranged traits: your arrows cleave a nearby target at short range (30% splash), and sword swings have a 20% chance to fire a projectile at 50% damage."; } else { description = "Maximum rank reached. Your arrows cleave a nearby target at short range (30% splash), and sword swings have a 20% chance to fire a projectile at 50% damage."; } var popup = createSkillPopup(skillName, description); menuContainer.addChild(popup); isDataSpikePopupActive = true; } function displayRunicSlotsPopup() { // Gem Harvester: Kills can drop volatile runic gems that grant a random buff—buff potency and duration scale from +5 % for 3 s up to +15 % for 8 s, and drop chance scales 5 %→20 %. var skillName = 'Runic Slots'; var points = skillPointAllocations[skillName] ? skillPointAllocations[skillName].points : 0; var maxPoints = skillPointAllocations[skillName] ? skillPointAllocations[skillName].max : 5; var dropChances = [5, 8, 12, 16, 20]; var buffPotencies = [5, 7, 9, 12, 15]; var buffDurations = [3, 4, 5, 6, 8]; var currentDrop = points > 0 ? dropChances[points - 1] : 0; var currentBuff = points > 0 ? buffPotencies[points - 1] : 0; var currentDur = points > 0 ? buffDurations[points - 1] : 0; var description = ''; if (points === 0) { description = "Killing an enemy has a 5% chance to drop a runic gem granting a random +5% buff for 3 seconds."; } else if (points < maxPoints) { var nextDrop = dropChances[points]; var nextBuff = buffPotencies[points]; var nextDur = buffDurations[points]; description = "Killing an enemy has an " + nextDrop + "% chance to drop a runic gem granting a random +" + nextBuff + "% buff for " + nextDur + " seconds (Currently " + currentDrop + "% / +" + currentBuff + "% / " + currentDur + "s)."; } else { description = "Maximum rank reached. Killing an enemy has a 20% chance to drop a runic gem granting a random +15% buff for 8 seconds."; } var popup = createSkillPopup(skillName, description); menuContainer.addChild(popup); isDataSpikePopupActive = true; } function displayMasterworkCreationPopup() { // Masterwork Creation: Temporarily transform your weapon into a masterwork artifact—damage bonus, arrow‑cleave count, and shockwave radius all increase with each of 3 ranks. var skillName = 'Masterwork Creation'; var points = skillPointAllocations[skillName] ? skillPointAllocations[skillName].points : 0; var maxPoints = skillPointAllocations[skillName] ? skillPointAllocations[skillName].max : 3; var dmgBonuses = [30, 60, 90]; var cleaveCounts = [1, 2, 3]; var shockwaveRadii = [1, 2, 3]; var description = ''; if (points === 0) { description = "Transforms your weapon for 6s, granting +30% damage, arrows cleave 1 extra target, and melee triggers a 1‑unit shockwave (Cooldown: 60s)."; } else if (points < 3) { description = "Transforms your weapon for 6s, granting +" + dmgBonuses[points] + "% damage, arrows cleave " + cleaveCounts[points] + " extra target" + (cleaveCounts[points] > 1 ? "s" : "") + ", and melee triggers a " + shockwaveRadii[points] + "-unit shockwave (Currently +" + dmgBonuses[points - 1] + "% / " + cleaveCounts[points - 1] + " cleave / " + shockwaveRadii[points - 1] + "-unit shockwave)."; } else { description = "Maximum rank reached. Transforms your weapon for 6s, granting +90% damage, arrows cleave 3 extra targets, and melee triggers a 3‑unit shockwave (Cooldown: 60s)."; } var popup = createSkillPopup(skillName, description); menuContainer.addChild(popup); isDataSpikePopupActive = true; } function displayAncientWisdomPopup() { var skillName = 'Ancient Wisdom'; var points = skillPointAllocations[skillName] ? skillPointAllocations[skillName].points : 0; var maxPoints = skillPointAllocations[skillName] ? skillPointAllocations[skillName].max : 5; var increases = [5, 4, 3, 2, 1]; // Diminishing returns var currentBenefit = 0; for (var i = 0; i < points; i++) { currentBenefit += increases[i]; } var description = ''; if (points < maxPoints) { var nextIncrease = increases[points]; if (points === 0) { description = 'Increases elemental critical hit chance by 5%.'; } else { description = 'Increases elemental critical hit chance by ' + nextIncrease + '% (Currently ' + currentBenefit + '%).'; } } else { description = 'Maximum rank reached. Increases elemental critical hit chance by 15%.'; } var popup = createSkillPopup(skillName, description); menuContainer.addChild(popup); isDataSpikePopupActive = true; } function displayElementalMasteryPopup() { var skillName = 'Elemental Mastery'; var points = skillPointAllocations[skillName] ? skillPointAllocations[skillName].points : 0; var maxPoints = skillPointAllocations[skillName] ? skillPointAllocations[skillName].max : 5; var increases = [10, 8, 6, 4, 2]; // Diminishing returns var currentBenefit = 0; for (var i = 0; i < points; i++) { currentBenefit += increases[i]; } var description = ''; if (points < maxPoints) { var nextIncrease = increases[points]; if (points === 0) { description = 'Increases elemental damage by 10%.'; } else { description = 'Increases elemental damage by ' + nextIncrease + '% (Currently ' + currentBenefit + '%).'; } } else { description = 'Maximum rank reached. Increases elemental damage by 30%.'; } var popup = createSkillPopup(skillName, description); menuContainer.addChild(popup); isDataSpikePopupActive = true; } function displayWarriorSpiritPopup() { var skillName = 'Warrior Spirit'; var points = skillPointAllocations[skillName] ? skillPointAllocations[skillName].points : 0; var maxPoints = skillPointAllocations[skillName] ? skillPointAllocations[skillName].max : 5; var increases = [10, 8, 6, 4, 2]; // Diminishing returns var currentBenefit = 0; for (var i = 0; i < points; i++) { currentBenefit += increases[i]; } var description = ''; if (points < maxPoints) { var nextIncrease = increases[points]; if (points === 0) { description = 'Increases melee attack speed by 10%.'; } else { description = 'Increases melee attack speed by ' + nextIncrease + '% (Currently ' + currentBenefit + '%).'; } } else { description = 'Maximum rank reached. Increases melee attack speed by 30%.'; } var popup = createSkillPopup(skillName, description); menuContainer.addChild(popup); isDataSpikePopupActive = true; } function displayBeastTamerPopup() { var skillName = 'Beast Tamer'; var points = skillPointAllocations[skillName] ? skillPointAllocations[skillName].points : 0; var maxPoints = skillPointAllocations[skillName] ? skillPointAllocations[skillName].max : 5; var durations = [2, 3, 4, 4, 4]; // Duration in seconds var cooldowns = [20, 18, 16, 16, 16]; // Cooldown in seconds var currentDuration = 0; var currentCooldown = 0; if (points > 0) { currentDuration = durations[points - 1]; currentCooldown = cooldowns[points - 1]; } var description = ''; if (points < maxPoints) { var nextDuration = durations[points]; var nextCooldown = cooldowns[points]; if (points === 0) { description = 'Summons a spirit beast for 2 seconds (Cooldown: 20s).'; } else { description = 'Summons a spirit beast for ' + nextDuration + ' seconds (Cooldown: ' + nextCooldown + 's) (Currently ' + currentDuration + 's / ' + currentCooldown + 's).'; } } else { description = 'Maximum rank reached. Summons a spirit beast for 4 seconds (Cooldown: 16s).'; } var popup = createSkillPopup(skillName, description); menuContainer.addChild(popup); isDataSpikePopupActive = true; } function displayHerbalRemediesPopup() { var skillName = 'Herbal Remedies'; var points = skillPointAllocations[skillName] ? skillPointAllocations[skillName].points : 0; var maxPoints = skillPointAllocations[skillName] ? skillPointAllocations[skillName].max : 5; var increases = [0.5, 0.6, 0.7, 0.8, 1.0]; // % max HP/sec var currentBenefit = 0; for (var i = 0; i < points; i++) { currentBenefit = increases[i]; } var description = ''; if (points < maxPoints) { var nextIncrease = increases[points]; if (points === 0) { description = 'Heals 0.5% of max HP per second during combat.'; } else { description = 'Heals ' + nextIncrease + '% per second (Currently ' + increases[points - 1] + '%).'; } } else { description = 'Maximum rank reached. Heals 1.0% of max HP per second during combat.'; } var popup = createSkillPopup(skillName, description); menuContainer.addChild(popup); isDataSpikePopupActive = true; } function displaySpiritGuidancePopup() { var skillName = 'Spirit Guidance'; var points = skillPointAllocations[skillName] ? skillPointAllocations[skillName].points : 0; var maxPoints = skillPointAllocations[skillName] ? skillPointAllocations[skillName].max : 5; var reductions = [5, 4, 3, 2, 1]; // Diminishing returns var currentBenefit = 0; for (var i = 0; i < points; i++) { currentBenefit += reductions[i]; } var description = ''; if (points < maxPoints) { var nextReduction = reductions[points]; if (points === 0) { description = 'Reduces incoming damage by 5%.'; } else { description = 'Reduces incoming damage by ' + nextReduction + '% (Currently ' + currentBenefit + '%).'; } } else { description = 'Maximum rank reached. Reduces incoming damage by 15%.'; } var popup = createSkillPopup(skillName, description); menuContainer.addChild(popup); isDataSpikePopupActive = true; } function displayLegendaryAncestorPopup() { var skillName = 'Legendary Ancestor'; var points = skillPointAllocations[skillName] ? skillPointAllocations[skillName].points : 0; var maxPoints = skillPointAllocations[skillName] ? skillPointAllocations[skillName].max : 1; var description = 'Temporarily increases your damage by 100% and defense by 50% for 6 seconds (Cooldown: 60s).'; if (points >= 1) { description = 'Maximum rank reached. Temporarily increases your damage by 100% and defense by 50% for 6 seconds (Cooldown: 60s).'; } var popup = createSkillPopup(skillName, description); menuContainer.addChild(popup); isDataSpikePopupActive = true; } function updateSkillPointsDisplay() { if (typeof skillPointsDisplay !== 'undefined') { skillPointsDisplay.setText('Skill Points: ' + heroSkillPoints); } if (typeof skillPointsText !== 'undefined') { skillPointsText.setText('Skill Points: ' + heroSkillPoints); } } updateSkillPointsDisplay(); // call once to set initial text // Global variables var heroSkillPoints = 3; // Starting skill points var skillTreePointsText = null; // Will hold the text object once created // Define refreshTreePointsText globally so it's accessible everywhere function refreshTreePointsText() { if (skillTreePointsText) { skillTreePointsText.setText('Skill Points: ' + heroSkillPoints); } } // Function to update skill node point displays in all skill tree screens function updateSkillNodePointDisplays() { // Get all currently visible skill tree containers var activeSkillTree = menuContainer.children.find(function (child) { return child instanceof Container && child.width === 2048 && child.height === 2732 && child !== skillTreePopup && child.children.some(function (c) { return c instanceof Text2 && c.text && c.text.includes && c.text.includes('/'); }); }); if (activeSkillTree) { // Find all point text elements and update them activeSkillTree.children.forEach(function (child) { if (child instanceof Text2 && child.text && child.text.includes && child.text.includes('/')) { // Find the closest skill node to determine which skill this text belongs to var closestNode = null; var closestDistance = Infinity; var childPosition = { x: child.x, y: child.y }; // Find the skill node icon closest to this text activeSkillTree.children.forEach(function (potentialNode) { if (potentialNode.x === child.x && Math.abs(potentialNode.y - child.y) < 200) { var distance = Math.abs(potentialNode.y - child.y); if (distance < closestDistance) { closestDistance = distance; closestNode = potentialNode; } } }); // If we found a skill node, find its skill name by position if (closestNode) { var skillNodes = null; // Determine which skill tree we're in based on assets or titles in the tree if (activeSkillTree.children.some(function (c) { return c.texture && c.texture.baseTexture && c.texture.baseTexture.imageUrl && c.texture.baseTexture.imageUrl.includes('circuitofascension'); })) { for (var skillName in skillPointAllocations) { if (skillPointAllocations.hasOwnProperty(skillName)) { var points = skillPointAllocations[skillName].points; var maxPoints = skillPointAllocations[skillName].max; // Update this specific text child.setText(points + '/' + maxPoints); break; } } } else { // Just update any text that matches the X/Y format if (child.text.match(/^\d+\/\d+$/)) { var parts = child.text.split('/'); var skillName = null; // Try to find matching skill name by looping through all skill nodes positions for (var sName in skillPointAllocations) { if (skillPointAllocations.hasOwnProperty(sName)) { // Update with appropriate points and max var points = skillPointAllocations[sName].points; var maxPoints = skillPointAllocations[sName].max; child.setText(points + '/' + maxPoints); break; } } } } } } }); } } var roomBackgroundImages = ['backgroundImage1', 'backgroundImage2', 'backgroundImage3', 'backgroundImage4', 'backgroundImage5']; var arrows = []; var currentRoom; var visitedRooms = []; var totalRooms = 5; // Assuming there are 5 rooms var currentRoomMusic; var hero; var isPopupActive = false; var isDataSpikePopupActive = false; var roomWidth = 2048; var roomHeight = 2732; var wallThickness = 400; var entranceWidth = 200; var entrances = { top: { xStart: (roomWidth - entranceWidth) / 2, xEnd: (roomWidth + entranceWidth) / 2, y: wallThickness }, bottom: { xStart: (roomWidth - entranceWidth) / 2, xEnd: (roomWidth + entranceWidth) / 2, y: roomHeight - wallThickness }, left: { yStart: (roomHeight - entranceWidth) / 2, yEnd: (roomHeight + entranceWidth) / 2, x: wallThickness }, right: { yStart: (roomHeight - entranceWidth) / 2, yEnd: (roomHeight + entranceWidth) / 2, x: roomWidth - wallThickness } }; var spawnPoints = { topLeft: { x: wallThickness, y: wallThickness }, topRight: { x: roomWidth - wallThickness, y: wallThickness }, bottomLeft: { x: wallThickness, y: roomHeight - wallThickness }, bottomRight: { x: roomWidth - wallThickness, y: roomHeight - wallThickness } }; var gameContainer = new Container(); var uiContainer = new Container(); var menuContainer = new Container(); game.addChild(gameContainer); game.addChild(uiContainer); game.addChild(menuContainer); var skillTreePopup = new Container(); skillTreePopup.width = 2048; skillTreePopup.height = 2732; skillTreePopup.x = 0; skillTreePopup.y = 0; var skillTreeBackground = LK.getAsset('skillTree_Background', { anchorX: 0.5, anchorY: 0.5 }); skillTreeBackground.x = 2048 / 2; skillTreeBackground.y = 2732 / 2; skillTreePopup.addChild(skillTreeBackground); // Add skill points display var skillPointsDisplay = new Text2('Skill Points: ' + heroSkillPoints, { size: 70, fill: 0xFFFFFF, fontWeight: "bold" }); skillPointsDisplay.x = 2048 / 2; // center horizontally skillPointsDisplay.y = 2732 - 100; // near bottom skillPointsDisplay.anchor.set(0.5, 0); skillTreePopup.addChild(skillPointsDisplay); var skillTrees = [{ title: 'The Circuit of Ascension', theme: 'Futuristic, cybernetic evolution' }, { title: 'The Echoes of Ancestry', theme: 'Mystical and historical' }, { title: 'The Forge of Possibilities', theme: 'Creative and modular' }, { title: 'The Prism of Potential', theme: 'Magical and elemental' }, { title: 'The Nexus of Chaos', theme: 'Unpredictable and chaotic' }, { title: 'The Symphony of Shadows', theme: 'Dark and stealth-focused' }]; var positions = [{ x: 1024 - 450, y: 1266 - 550 }, { x: 1024 + 450, y: 1266 - 550 }, { x: 1024 - 450, y: 1266 }, { x: 1024 + 450, y: 1266 }, { x: 1024 - 450, y: 1266 + 550 }, { x: 1024 + 450, y: 1266 + 550 }]; var skillTreeAssetMap = { 'The Circuit of Ascension': 'circuitofascension', 'The Echoes of Ancestry': 'echoesofancestry', 'The Forge of Possibilities': 'forgeofpossibilities', 'The Prism of Potential': 'prismofpotential', 'The Nexus of Chaos': 'nexusofchaos', 'The Symphony of Shadows': 'symphonyofshadows' }; positions.forEach(function (position, index) { var skillTree = skillTrees[index]; var titleText = new Text2(skillTree.title, { size: 50, fill: 0xFFFFFF, fontWeight: "bold", fontFamily: "Techno, sans-serif", letterSpacing: 2, stroke: 0x00FFCC, strokeThickness: 3 }); titleText.x = position.x; titleText.y = position.y + 200; titleText.anchor.set(0.5, 0); var skillTreeAssetId = skillTreeAssetMap[skillTree.title]; var skillTreeAsset = LK.getAsset(skillTreeAssetId, { anchorX: 0.5, anchorY: 0.5 }); if (!skillTreePopup.children.includes(skillTreeAsset)) { skillTreePopup.addChild(skillTreeAsset); } skillTreeAsset.x = position.x; skillTreeAsset.y = position.y; // Make the skill tree asset icon clickable skillTreeAsset.interactive = true; skillTreeAsset.down = function () { openSkillTreePopup(skillTree.title); }; if (!skillTreePopup.children.includes(skillTreeAsset)) { skillTreePopup.addChild(skillTreeAsset); } // Keep the title text clickable as well titleText.down = function () { openSkillTreePopup(skillTree.title); }; skillTreePopup.addChild(titleText); }); isPopupActive = true; menuContainer.addChild(skillTreePopup); var testRectangle = LK.getAsset('box', { anchorX: 0.5, anchorY: 0.5, width: 100, height: 50, color: 0xff0000 }); testRectangle.x = 100; testRectangle.y = 100; skillTreePopup.addChild(testRectangle); var startGameButton = new StartGameButton(); skillTreePopup.addChild(startGameButton); function initializeGame() { currentRoom = new Room(1); hero.x = 2048 / 2; hero.y = 2732 / 2; updateRoomDisplay(); playRoomMusic(currentRoom.number); } // Room class representing individual rooms var Room = function Room(number) { this.number = number; this.enemies = []; this.isCleared = false; this.spawnLimit = this.number === 1 ? 29 : 12 * this.number; this.killGoal = this.spawnLimit; this.enemiesSpawned = 0; this.enemiesKilled = 0; this.enemyCounter = this.spawnLimit; this.init = function () { var self = this; var spawnInterval = LK.setInterval(function () { if (self.enemiesSpawned < self.spawnLimit && currentRoom.number === self.number && !isPopupActive) { self.spawnEnemy(); } else { LK.clearInterval(spawnInterval); } }, 500); }; this.spawnEnemy = function () { if (this.enemiesSpawned < this.spawnLimit && !isPopupActive && currentRoom.number === this.number) { var spawnKeys = Object.keys(spawnPoints); var spawnIndex = Math.floor(Math.random() * spawnKeys.length); var spawnPoint = spawnPoints[spawnKeys[spawnIndex]]; var enemy; if (this.number === 1 && Math.random() < 5 / 29) { enemy = new TankEnemy(); } else if (this.number === 2) { if (Math.random() < 10 / 40) { enemy = new TankEnemy(); } else if (Math.random() < 5 / 40) { enemy = new RangedEnemy(); } else { enemy = new Enemy(); } } else { enemy = new Enemy(); } enemy.x = spawnPoint.x; enemy.y = spawnPoint.y; enemy.active = true; enemy.health = 10; enemy.visible = true; this.enemies.push(enemy); game.addChild(enemy); this.enemiesSpawned++; } }; this.init(); }; var initialBgImage = LK.getAsset('backgroundImage1', { anchorX: 0.5, anchorY: 0.5 }); initialBgImage.x = 2048 / 2; initialBgImage.y = 2732 / 2; game.addChildAt(initialBgImage, 0); game.background = initialBgImage; var statsBar = LK.getAsset('box', { anchorX: 0.0, anchorY: 0.0, width: 2048, height: 100, x: 0, y: 0 }); game.addChild(statsBar); var roomDisplay = new Text2('Room: 1 | Enemies Left: 0', { size: 70, fill: 0xFFFFFF, fontWeight: "bold" }); roomDisplay.x = 1000; roomDisplay.y = 20; game.addChild(roomDisplay); function updateRoomDisplay() { var enemiesLeft = currentRoom.spawnLimit - currentRoom.enemiesKilled; roomDisplay.setText('Room: ' + currentRoom.number + ' | Enemies Left: ' + Math.max(enemiesLeft, 0)); healthText.setText('Health: ' + hero.health); } function stopRoomMusic() { // Stop any playing music regardless of how it was started LK.stopMusic(); } function playRoomMusic(roomNumber) { // First stop any currently playing music stopRoomMusic(); // Always use LK.playMusic for consistency switch (roomNumber) { case 1: LK.playMusic('room1_music', { loop: true }); break; case 2: LK.playMusic('room2_music', { loop: true }); break; case 3: LK.playMusic('room3_music', { loop: true }); break; case 4: LK.playMusic('room4_music', { loop: true }); break; case 5: LK.playMusic('room5_music', { loop: true }); break; default: // Do nothing for default case } } function checkRoomCleared() { if (currentRoom.enemiesKilled >= currentRoom.killGoal && !currentRoom.isCleared) { // Play room cleared sound var roomClearedSound = LK.getSound('room' + currentRoom.number + '_cleared'); if (roomClearedSound) { roomClearedSound.play(); } // Stop the current room's music stopRoomMusic(); // Mark room as cleared and allow exit currentRoom.isCleared = true; hero.canExitRoom = true; updateRoomDisplay(); addDirectionalArrows(); } } function transitionToNextRoom() { // Remove the first call to playRoomMusic which was in the wrong place // Clean up the current room if (game.background) { game.removeChild(game.background); } // Clear all enemies currentRoom.enemies.forEach(function (enemy) { enemy.destroy(); }); currentRoom.enemies = []; currentRoom.enemiesSpawned = 0; currentRoom.enemyCounter = currentRoom.spawnLimit; currentRoom.enemiesKilled = 0; // Track visited rooms using array methods if (!visitedRooms.includes(currentRoom.number)) { visitedRooms.push(currentRoom.number); } // Find next room number var nextRoomNumber; do { nextRoomNumber = Math.floor(Math.random() * totalRooms) + 1; } while (visitedRooms.includes(nextRoomNumber) && visitedRooms.length < totalRooms); if (visitedRooms.length >= totalRooms) { // All rooms visited, reset for replayability visitedRooms = []; } // Initialize the new room currentRoom = new Room(nextRoomNumber); currentRoom.enemiesKilled = 0; // Set up background var bgImageIndex = (currentRoom.number - 1) % roomBackgroundImages.length; var bgImage = LK.getAsset(roomBackgroundImages[bgImageIndex], { anchorX: 0.5, anchorY: 0.5 }); bgImage.x = 2048 / 2; bgImage.y = 2732 / 2; game.addChildAt(bgImage, 0); game.background = bgImage; // Set room state currentRoom.isCleared = false; hero.canExitRoom = false; // Update UI updateRoomDisplay(); // Play the appropriate music for the new room playRoomMusic(currentRoom.number); } function transitionToNewRoom(entrySide) { // Position hero based on entry side if (entrySide === 'top') { hero.y = 2732 - 10; } else if (entrySide === 'bottom') { hero.y = 10; } else if (entrySide === 'left') { hero.x = 2048 - 10; } else if (entrySide === 'right') { hero.x = 10; } // Stop current music before transitioning stopRoomMusic(); // Set up the new room transitionToNextRoom(); // Play music for the new room - already called inside transitionToNextRoom hero.canExitRoom = false; } var hero = gameContainer.addChild(new Hero()); hero.x = 2048 / 2; hero.y = 2732 / 2; var healthText = new Text2('Health: ' + hero.health, { size: 70, fill: 0xFFFFFF, fontWeight: "bold" }); healthText.x = 300; healthText.y = 20; game.addChild(healthText); // Movement joystick (left side) var joystick = uiContainer.addChild(new Joystick()); joystick.x = joystick.width / 2 + 100; joystick.y = 2732 - joystick.height / 2 - 100; hero.joystick = joystick; // Aiming joystick (right side) var aimingJoystick = uiContainer.addChild(new AimingJoystick()); aimingJoystick.x = 2048 - aimingJoystick.width / 2 - 100; aimingJoystick.y = 2732 - aimingJoystick.height / 2 - 100; hero.aimingJoystick = aimingJoystick; var killAllButton = LK.getAsset('killAllButton', { anchorX: 0.5, anchorY: 0.5 }); killAllButton.x = 100; killAllButton.y = 2732 - 350; uiContainer.addChild(killAllButton); killAllButton.down = function (x, y, obj) { if (isPopupActive || isDataSpikePopupActive) { return; } for (var i = currentRoom.enemies.length - 1; i >= 0; i--) { var enemy = currentRoom.enemies[i]; enemy.destroy(); currentRoom.enemies.splice(i, 1); currentRoom.enemiesKilled++; } updateRoomDisplay(); checkRoomCleared(); updateRoomDisplay(); checkRoomCleared(); }; // Attack button removed - hero now attacks automatically var switchWeaponZone = LK.getAsset('switchWeaponZone', { anchorX: 0.5, anchorY: 0.5 }); switchWeaponZone.x = 2048 - switchWeaponZone.width / 2; switchWeaponZone.y = 2732 / 2; uiContainer.addChild(switchWeaponZone); game.down = function (x, y, obj) { if (isPopupActive) { return; } if (x >= switchWeaponZone.x - switchWeaponZone.width / 2 && x <= switchWeaponZone.x + switchWeaponZone.width / 2 && y >= switchWeaponZone.y - switchWeaponZone.height / 2 && y <= switchWeaponZone.y + switchWeaponZone.height / 2) { hero.weaponType = hero.weaponType === 1 ? 2 : 1; hero.swordGraphics.visible = hero.weaponType === 1; hero.bowGraphics.visible = hero.weaponType === 2; return; } }; game.update = function () { if (isPopupActive) { return; } // We now handle movement inside hero.update() rather than here hero.update(); if (hero.health <= 0) { hero.health = 0; LK.showGameOver(); return; } if (hero.canExitRoom) { if (hero.y < 10 || hero.y > 2732 - 10 || hero.x < 10 || hero.x > 2048 - 10) { var entrySide = hero.y < 10 ? 'bottom' : hero.y > 2732 - 10 ? 'top' : hero.x < 10 ? 'right' : 'left'; transitionToNewRoom(entrySide); } } // Update arrows for (var j = arrows.length - 1; j >= 0; j--) { arrows[j].update(); for (var i = currentRoom.enemies.length - 1; i >= 0; i--) { var hitDx = currentRoom.enemies[i].x - arrows[j].x; var hitDy = currentRoom.enemies[i].y - arrows[j].y; var hitDist = Math.sqrt(hitDx * hitDx + hitDy * hitDy); if (hitDist < 60) { currentRoom.enemies[i].health -= arrows[j].damage; if (currentRoom.enemies[i].health <= 0) { currentRoom.enemiesKilled++; currentRoom.enemyCounter--; if (currentRoom.enemies[i].parent) { currentRoom.enemies[i].parent.removeChild(currentRoom.enemies[i]); } currentRoom.enemies[i].destroy(); currentRoom.enemies.splice(i, 1); updateRoomDisplay(); } if (arrows[j]) { arrows[j].destroy(); arrows.splice(j, 1); } break; } } } // Update enemies if (!isPopupActive) { for (var k = 0; k < currentRoom.enemies.length; k++) { currentRoom.enemies[k].update(); } } checkRoomCleared(); }; function createSkillPopup(skillTitle, skillDescription) { var skillPopup = new Container(); skillPopup.width = 2048; skillPopup.height = 2732; skillPopup.x = 0; skillPopup.y = 0; var translucentBackground = LK.getAsset('box', { anchorX: 0.5, anchorY: 0.5, width: 2048, height: 2732, color: 0x000000, alpha: 0.5 }); translucentBackground.x = 2048 / 2; translucentBackground.y = 2732 / 2; skillPopup.addChild(translucentBackground); var skillTitleText = new Text2(skillTitle, { size: 120, fill: 0xFFFFFF, fontWeight: "bold", fontFamily: "Techno, sans-serif", letterSpacing: 2, stroke: 0x00FFCC, strokeThickness: 3 }); skillTitleText.x = 2048 / 2; skillTitleText.y = 2732 / 2 + 150 + 50; // Shifted down by 50 pixels skillTitleText.anchor.set(0.5, 0.5); skillPopup.addChild(skillTitleText); var skillDescriptionText = new Text2(skillDescription, { size: 80, fill: 0xFFFFFF, fontFamily: "Arial, sans-serif", letterSpacing: 1, stroke: 0x00FFCC, strokeThickness: 2, wordWrap: true, wordWrapWidth: 1800 }); skillDescriptionText.x = 2048 / 2; skillDescriptionText.y = skillTitleText.y + 300; // Position relative to shifted title skillDescriptionText.anchor.set(0.5, 0.5); skillPopup.addChild(skillDescriptionText); // Add skill point allocation counter if this skill has allocation tracking if (skillPointAllocations[skillTitle]) { var points = skillPointAllocations[skillTitle].points; var maxPoints = skillPointAllocations[skillTitle].max; var allocationText = new Text2(points + '/' + maxPoints, { size: 80, fill: 0xFFFFFF, fontWeight: "bold", stroke: 0x00FFCC, strokeThickness: 2 }); allocationText.x = 2048 / 2; allocationText.y = skillTitleText.y + 500; // Position below description allocationText.anchor.set(0.5, 0.5); allocationText.name = skillTitle + "_allocation"; // Add a name for easier finding skillPopup.addChild(allocationText); } var exitButton = LK.getAsset('cancelButton', { anchorX: 0.5, anchorY: 0.5, scaleX: 3, scaleY: 3 }); exitButton.x = 2048 / 2 - 600; exitButton.y = 2732 / 2 + 950; // Shifted down by 100 pixels exitButton.down = function () { menuContainer.removeChild(skillPopup); isDataSpikePopupActive = false; }; skillPopup.addChild(exitButton); var spendButton = LK.getAsset('spendButton', { anchorX: 0.5, anchorY: 0.5, scaleX: 3, scaleY: 3 }); spendButton.x = 2048 / 2 + 600; spendButton.y = 2732 / 2 + 950; // Shifted down by 100 pixels function refreshSkillPointsText() { if (typeof skillPointsDisplay !== 'undefined') { skillPointsDisplay.setText('Skill Points: ' + heroSkillPoints); } if (typeof skillPointsText !== 'undefined') { skillPointsText.setText('Skill Points: ' + heroSkillPoints); } } spendButton.down = function () { if (heroSkillPoints > 0 && skillPointAllocations[skillTitle] && skillPointAllocations[skillTitle].points < skillPointAllocations[skillTitle].max) { heroSkillPoints--; refreshSkillPointsText(); // Update text after spending refreshTreePointsText(); // Update tree points text if visible // Increment the skill's points skillPointAllocations[skillTitle].points++; // Update the current popup to show the new point allocation var pointsElement = skillPopup.children.find(function (child) { return child instanceof Text2 && child.text && child.text.includes && child.text.includes('/') && child.y > skillPopup.height / 2; }); if (pointsElement) { var points = skillPointAllocations[skillTitle].points; var maxPoints = skillPointAllocations[skillTitle].max; pointsElement.setText(points + '/' + maxPoints); } // Update all skill node point displays in any open skill tree updateSkillNodePointDisplays(); // Handle skills with diminishing returns descriptions if (skillTitle === 'Data Spike') { dataSpikePoints = skillPointAllocations[skillTitle].points; // Close this popup and reopen it with updated description menuContainer.removeChild(skillPopup); isDataSpikePopupActive = false; displayDataSpikePopup(); return; // Exit early since we're reopening the popup } else if (skillTitle === 'Reflex Accelerator') { // Close this popup and reopen it with updated description menuContainer.removeChild(skillPopup); isDataSpikePopupActive = false; displayReflexAcceleratorPopup(); return; // Exit early since we're reopening the popup } else if (skillTitle === 'Overclock Core') { // Close this popup and reopen it with updated description menuContainer.removeChild(skillPopup); isDataSpikePopupActive = false; displayOverclockCorePopup(); return; // Exit early since we're reopening the popup } else if (skillTitle === 'Neural Hijack') { // Close this popup and reopen it with updated description menuContainer.removeChild(skillPopup); isDataSpikePopupActive = false; displayNeuralHijackPopup(); return; // Exit early since we're reopening the popup } else if (skillTitle === 'Dodge Matrix') { // Close this popup and reopen it with updated description menuContainer.removeChild(skillPopup); isDataSpikePopupActive = false; displayDodgeMatrixPopup(); return; // Exit early since we're reopening the popup } else if (skillTitle === 'Power Surge') { // Close this popup and reopen it with updated description menuContainer.removeChild(skillPopup); isDataSpikePopupActive = false; displayPowerSurgePopup(); return; // Exit early since we're reopening the popup } // For all other skills, just update the counter menuContainer.removeChild(skillPopup); isDataSpikePopupActive = false; // Re-create the popup with the updated skill points count // Dynamically call the correct popup function for Echoes of Ancestry skills if (skillTitle === 'Ancient Wisdom') { displayAncientWisdomPopup(); } else if (skillTitle === 'Elemental Mastery') { displayElementalMasteryPopup(); } else if (skillTitle === 'Warrior Spirit') { displayWarriorSpiritPopup(); } else if (skillTitle === 'Beast Tamer') { displayBeastTamerPopup(); } else if (skillTitle === 'Herbal Remedies') { displayHerbalRemediesPopup(); } else if (skillTitle === 'Spirit Guidance') { displaySpiritGuidancePopup(); } else if (skillTitle === 'Legendary Ancestor') { displayLegendaryAncestorPopup(); } else { // fallback for all other skills var updatedPopup = createSkillPopup(skillTitle, skillDescription); menuContainer.addChild(updatedPopup); } } else { // No skill points left, optionally do nothing } }; skillPopup.addChild(spendButton); var skillPointsText = new Text2('Skill Points: ' + heroSkillPoints, { size: 70, fill: 0xFFFFFF, fontWeight: "bold" }); skillPointsText.x = 2048 / 2; skillPointsText.y = 2732 - 100; // bottom area of popup skillPointsText.anchor.set(0.5, 0); skillPopup.addChild(skillPointsText); return skillPopup; } function displayOverloadBlastPopup() { var skillName = 'Overload Blast'; var points = skillPointAllocations[skillName] ? skillPointAllocations[skillName].points : 0; var maxPoints = skillPointAllocations[skillName] ? skillPointAllocations[skillName].max : 1; var description = ''; if (points < maxPoints) { description = 'Unleashes a massive explosion, dealing 300% fire damage to all enemies in the room (Cooldown: 60s).'; } else { description = 'Maximum rank reached. Unleashes a massive explosion, dealing 300% fire damage to all enemies in the room (Cooldown: 60s).'; } var overloadBlastPopup = createSkillPopup(skillName, description); menuContainer.addChild(overloadBlastPopup); isDataSpikePopupActive = true; } function displayPowerSurgePopup() { var skillName = 'Power Surge'; var points = skillPointAllocations[skillName].points; var maxPoints = skillPointAllocations[skillName].max; // Define scaling values for each rank var damageMultipliers = [1.0, 1.25, 1.5, 1.75, 2.0]; // Damage multiplier at each rank var radiusSizes = [2.0, 2.5, 3.0, 3.5, 4.0]; // Radius size at each rank // Calculate current benefits based on points already allocated var currentDamageMultiplier = 0; var currentRadius = 0; if (points > 0) { currentDamageMultiplier = damageMultipliers[points - 1]; currentRadius = radiusSizes[points - 1]; } // Prepare description based on points allocated var description = ''; if (points < maxPoints) { var nextDamageMultiplier = damageMultipliers[points]; var nextRadius = radiusSizes[points]; if (points === 0) { description = 'Releases an energy burst dealing 100% magic damage in a 2.0-unit radius.'; } else { description = 'Deals ' + nextDamageMultiplier * 100 + '% magic damage in a ' + nextRadius + '-unit radius (Currently ' + currentDamageMultiplier * 100 + '% / ' + currentRadius + ')'; } } else { description = 'Maximum rank reached. Your energy burst deals 175% magic damage in a 3.5-unit radius.'; } var powerSurgePopup = createSkillPopup(skillName, description); menuContainer.addChild(powerSurgePopup); isDataSpikePopupActive = true; } function displayDodgeMatrixPopup() { var skillName = 'Dodge Matrix'; var points = skillPointAllocations[skillName].points; var maxPoints = skillPointAllocations[skillName].max; // Define diminishing returns values var dodgeIncreases = [10, 8, 6, 4, 2]; // Diminishing returns // Calculate current benefit based on points already allocated var currentBenefit = 0; for (var i = 0; i < points; i++) { currentBenefit += dodgeIncreases[i]; } // Prepare description based on points allocated var description = ''; if (points < maxPoints) { var nextIncrease = dodgeIncreases[points]; if (points === 0) { description = 'Grants a 10% chance to dodge enemy attacks.'; } else { description = 'Grants an ' + nextIncrease + '% chance to dodge enemy attacks (Currently ' + currentBenefit + '%)'; } } else { description = 'Maximum rank reached. Your chance to dodge enemy attacks is increased by 30%.'; } var dodgeMatrixPopup = createSkillPopup(skillName, description); menuContainer.addChild(dodgeMatrixPopup); isDataSpikePopupActive = true; } function displayNeuralHijackPopup() { var skillName = 'Neural Hijack'; var points = skillPointAllocations[skillName].points; var maxPoints = skillPointAllocations[skillName].max; // Define diminishing returns values var durationIncreases = [3, 4, 5, 6, 8]; // Seconds duration var cooldownDecreases = [30, 27, 24, 21, 15]; // Seconds cooldown // Calculate current benefits based on points already allocated var currentDuration = 0; var currentCooldown = 0; if (points > 0) { currentDuration = durationIncreases[points - 1]; currentCooldown = cooldownDecreases[points - 1]; } // Prepare description based on points allocated var description = ''; if (points < maxPoints) { var nextDuration = durationIncreases[points]; var nextCooldown = cooldownDecreases[points]; if (points === 0) { description = 'Temporarily converts an enemy to fight for you for ' + nextDuration + ' seconds (Cooldown: ' + nextCooldown + 's).'; } else { description = 'Converts an enemy for ' + nextDuration + ' seconds (Cooldown: ' + nextCooldown + 's) (Currently ' + currentDuration + 's / ' + currentCooldown + 's).'; } } else { description = 'Maximum rank reached. Converts an enemy to fight for you for 8 seconds with a 15 second cooldown.'; } var neuralHijackPopup = createSkillPopup(skillName, description); menuContainer.addChild(neuralHijackPopup); isDataSpikePopupActive = true; } function displayOverclockCorePopup() { var skillName = 'Overclock Core'; var points = skillPointAllocations[skillName].points; var maxPoints = skillPointAllocations[skillName].max; // Define diminishing returns values var attackSpeedIncreases = [2.5, 2.0, 1.5, 1.0, 0.5]; // Diminishing returns for attack speed var energyRegenIncreases = [2.0, 1.6, 1.2, 0.8, 0.4]; // Diminishing returns for energy regen // Calculate current benefits based on points already allocated var currentAttackSpeedBenefit = 0; var currentEnergyRegenBenefit = 0; for (var i = 0; i < points; i++) { currentAttackSpeedBenefit += attackSpeedIncreases[i]; currentEnergyRegenBenefit += energyRegenIncreases[i]; } // Prepare description based on points allocated var description = ''; if (points < maxPoints) { var nextAttackSpeedIncrease = attackSpeedIncreases[points]; var nextEnergyRegenIncrease = energyRegenIncreases[points]; if (points === 0) { description = 'Increases attack speed by ' + nextAttackSpeedIncrease + '% and energy regeneration by ' + nextEnergyRegenIncrease + '%.'; } else { description = 'Increases attack speed by ' + nextAttackSpeedIncrease + '% and energy regeneration by ' + nextEnergyRegenIncrease + '% (Currently ' + currentAttackSpeedBenefit.toFixed(1) + '% / ' + currentEnergyRegenBenefit.toFixed(1) + '%).'; } } else { description = 'Maximum rank reached. Your attack speed is increased by 7.5% and energy regeneration by 6.0%.'; } var overclockCorePopup = createSkillPopup(skillName, description); menuContainer.addChild(overclockCorePopup); isDataSpikePopupActive = true; } function displayReflexAcceleratorPopup() { var skillName = 'Reflex Accelerator'; var points = skillPointAllocations[skillName].points; var maxPoints = skillPointAllocations[skillName].max; // Define diminishing returns values var speedIncreases = [10, 8, 6, 4, 2]; // Diminishing returns // Calculate current benefit based on points already allocated var currentBenefit = 0; for (var i = 0; i < points; i++) { currentBenefit += speedIncreases[i]; } // Prepare description based on points allocated var description = ''; if (points < maxPoints) { var nextIncrease = speedIncreases[points]; if (points === 0) { description = 'Boosts movement speed by 10% for the first point.'; } else { description = 'Boosts movement speed by ' + nextIncrease + '% (Currently ' + currentBenefit + '%)'; } } else { description = 'Maximum rank reached. Your movement speed is increased by 30%.'; } var reflexAcceleratorPopup = createSkillPopup(skillName, description); menuContainer.addChild(reflexAcceleratorPopup); isDataSpikePopupActive = true; } // Track skill point allocation for all skills var dataSpikePoints = 0; var dataSpikeMaxPoints = 5; var dataSpikeIncreases = [5, 4, 3, 2, 1]; // Diminishing returns // Track skill point allocations for all skill trees var skillPointAllocations = { // Circuit of Ascension 'Data Spike': { points: 0, max: 5 }, 'Reflex Accelerator': { points: 0, max: 5 }, 'Overclock Core': { points: 0, max: 5 }, 'Neural Hijack': { points: 0, max: 5 }, 'Dodge Matrix': { points: 0, max: 5 }, 'Power Surge': { points: 0, max: 5 }, 'Overload Blast': { points: 0, max: 1 }, // Echoes of Ancestry 'Ancient Wisdom': { points: 0, max: 5 }, 'Elemental Mastery': { points: 0, max: 5 }, 'Warrior Spirit': { points: 0, max: 5 }, 'Beast Tamer': { points: 0, max: 5 }, 'Herbal Remedies': { points: 0, max: 5 }, 'Spirit Guidance': { points: 0, max: 5 }, 'Legendary Ancestor': { points: 0, max: 1 }, // Forge of Possibilities 'Adaptive Construction': { points: 0, max: 5 }, 'Elemental Infusion': { points: 0, max: 5 }, 'Modular Enhancement': { points: 0, max: 5 }, 'Resourceful Salvage': { points: 0, max: 5 }, 'Hybrid Crafting': { points: 0, max: 5 }, 'Runic Slots': { points: 0, max: 5 }, 'Masterwork Creation': { points: 0, max: 5 }, // Prism of Potential 'Red Radiance': { points: 0, max: 5 }, 'Blue Bulwark': { points: 0, max: 5 }, 'Green Growth': { points: 0, max: 5 }, 'Yellow Zephyr': { points: 0, max: 5 }, 'Indigo Insight': { points: 0, max: 5 }, 'Chromatic Fusion': { points: 0, max: 5 }, 'Prismatic Ascendance': { points: 0, max: 5 }, // Nexus of Chaos 'Chaotic Spark': { points: 0, max: 5 }, 'Entropy Shield': { points: 0, max: 5 }, 'Unstable Rift': { points: 0, max: 5 }, 'Anomaly Shift': { points: 0, max: 5 }, 'Cascade of Disorder': { points: 0, max: 5 }, 'Fractured Fate': { points: 0, max: 5 }, 'Reality Collapse': { points: 0, max: 5 }, // Symphony of Shadows 'Whispered Steps': { points: 0, max: 5 }, 'Nightfall Veil': { points: 0, max: 5 }, 'Serrated Shade': { points: 0, max: 5 }, 'Shadow Familiar': { points: 0, max: 5 }, 'Muffled Strikes': { points: 0, max: 5 }, 'Umbral Echoes': { points: 0, max: 5 }, 'Midnight Crescendo': { points: 0, max: 5 } }; function displayDataSpikePopup() { var currentBenefit = 0; // Calculate current benefit based on points allocated for (var i = 0; i < dataSpikePoints; i++) { currentBenefit += dataSpikeIncreases[i]; } // Show next increase if not maxed var description = ''; if (dataSpikePoints < dataSpikeMaxPoints) { var nextIncrease = dataSpikeIncreases[dataSpikePoints]; if (dataSpikePoints === 0) { description = 'Increases critical strike chance by 5%'; } else { description = 'Increases critical strike chance by ' + nextIncrease + '%. (Currently ' + currentBenefit + '%)'; } } else { description = 'Maximum rank reached. Your critical hit chance is increased by 15%.'; } var dataSpikePopup = createSkillPopup('Data Spike', description); menuContainer.addChild(dataSpikePopup); isDataSpikePopupActive = true; } function openSkillTreePopup(skillTreeName) { menuContainer.removeChild(skillTreePopup); var newPopup = new Container(); newPopup.width = 2048; newPopup.height = 2732; newPopup.x = 0; newPopup.y = 0; var newPopupBackground = LK.getAsset('skillTree_Background', { anchorX: 0.5, anchorY: 0.5 }); newPopupBackground.x = 2048 / 2; newPopupBackground.y = 2732 / 2; newPopup.addChild(newPopupBackground); if (skillTreeName === 'The Circuit of Ascension') { var circuitAsset = LK.getAsset('popup_circuitofascension', { anchorX: 0.5, anchorY: 0.5 }); circuitAsset.x = 2048 / 2; circuitAsset.y = 2732 / 2; newPopup.addChild(circuitAsset); var backButton = new BackButton(); newPopup.addChild(backButton); var skillNodes = [{ id: 'data_spike_icon', x: 2048 / 4 - 50, y: 2732 / 6 - 50 + 100, name: 'Data Spike' }, { id: 'reflex_accelerator_icon', x: 2048 / 2, y: 2732 / 6 - 50 + 100, name: 'Reflex Accelerator' }, { id: 'overclock_core_icon', x: 3 * 2048 / 4 + 50, y: 2732 / 6 - 50 + 100, name: 'Overclock Core' }, { id: 'neural_hijack_icon', x: 2048 / 4 - 50, y: 2 * 2732 / 6 + 100, name: 'Neural Hijack' }, { id: 'dodge_matrix_icon', x: 2048 / 2, y: 2 * 2732 / 6 + 100, name: 'Dodge Matrix' }, { id: 'power_surge_icon', x: 3 * 2048 / 4 + 50, y: 2 * 2732 / 6 + 100, name: 'Power Surge' }, { id: 'overload_blast_icon', x: 2048 / 2, y: 3 * 2732 / 6 + 50 + 100, name: 'Overload Blast' }]; skillNodes.forEach(function (node) { var skillNode = LK.getAsset(node.id, { anchorX: 0.5, anchorY: 0.5, scaleX: 3, scaleY: 3 }); skillNode.x = node.x; skillNode.y = node.y; // Add skill point allocation text below each node var points = skillPointAllocations[node.name] ? skillPointAllocations[node.name].points : 0; var maxPoints = skillPointAllocations[node.name] ? skillPointAllocations[node.name].max : 5; var pointsText = new Text2(points + '/' + maxPoints, { size: 60, fill: 0xFFFFFF, fontWeight: "bold" }); pointsText.x = node.x; pointsText.y = node.y + 150; pointsText.anchor.set(0.5, 0); pointsText.alpha = 1; // Ensure text is visible and large enough newPopup.addChild(pointsText); // Create a node representation for the skillNode var nodeCircle = LK.getAsset('glowing_line_asset', { anchorX: 0.5, anchorY: 0.5, width: 60, height: 60, color: 0xc05bf1 }); nodeCircle.x = node.x; nodeCircle.y = node.y; newPopup.addChildAt(nodeCircle, 0); // Add below the skill icon skillNode.down = function () { if (isDataSpikePopupActive) { return; } if (node.name === 'Data Spike') { displayDataSpikePopup(); isDataSpikePopupActive = true; } else if (node.name === 'Overclock Core') { displayOverclockCorePopup(); isDataSpikePopupActive = true; } else if (node.name === 'Reflex Accelerator') { displayReflexAcceleratorPopup(); isDataSpikePopupActive = true; } else if (node.name === 'Neural Hijack') { displayNeuralHijackPopup(); isDataSpikePopupActive = true; } else if (node.name === 'Dodge Matrix') { displayDodgeMatrixPopup(); isDataSpikePopupActive = true; } else if (node.name === 'Power Surge') { displayPowerSurgePopup(); isDataSpikePopupActive = true; } else if (node.name === 'Overload Blast') { displayOverloadBlastPopup(); isDataSpikePopupActive = true; } var originalColor = skillNode.tint; skillNode.tint = 0xffff00; LK.setTimeout(function () { skillNode.tint = originalColor; }, 1000); }; newPopup.addChild(skillNode); }); } else if (skillTreeName === 'The Echoes of Ancestry') { var ancestryAsset = LK.getAsset('popup_echoesofancestry', { anchorX: 0.5, anchorY: 0.5 }); ancestryAsset.x = 2048 / 2; ancestryAsset.y = 2732 / 2; newPopup.addChild(ancestryAsset); var backButton = new BackButton(); newPopup.addChild(backButton); var skillNodes = [{ id: 'ancient_wisdom_icon', x: 2048 / 4 - 50, y: 2732 / 6 - 50 + 100, name: 'Ancient Wisdom' }, { id: 'elemental_mastery_icon', x: 2048 / 2, y: 2732 / 6 - 50 + 100, name: 'Elemental Mastery' }, { id: 'warrior_spirit_icon', x: 3 * 2048 / 4 + 50, y: 2732 / 6 - 50 + 100, name: 'Warrior Spirit' }, { id: 'beast_tamer_icon', x: 2048 / 4 - 50, y: 2 * 2732 / 6 + 100, name: 'Beast Tamer' }, { id: 'herbal_remedies_icon', x: 2048 / 2, y: 2 * 2732 / 6 + 100, name: 'Herbal Remedies' }, { id: 'spirit_guidance_icon', x: 3 * 2048 / 4 + 50, y: 2 * 2732 / 6 + 100, name: 'Spirit Guidance' }, { id: 'legendary_ancestor_icon', x: 2048 / 2, y: 3 * 2732 / 6 + 50 + 100, name: 'Legendary Ancestor' }]; skillNodes.forEach(function (node) { var skillNode = LK.getAsset(node.id, { anchorX: 0.5, anchorY: 0.5, scaleX: 3, scaleY: 3 }); skillNode.x = node.x; skillNode.y = node.y; // Add skill point allocation text below each node var points = skillPointAllocations[node.name] ? skillPointAllocations[node.name].points : 0; var maxPoints = skillPointAllocations[node.name] ? skillPointAllocations[node.name].max : 5; var pointsText = new Text2(points + '/' + maxPoints, { size: 60, fill: 0xFFFFFF, fontWeight: "bold" }); pointsText.x = node.x; pointsText.y = node.y + 150; pointsText.anchor.set(0.5, 0); pointsText.alpha = 1; // Ensure text is visible newPopup.addChild(pointsText); // Create a node representation for the skillNode var nodeCircle = LK.getAsset('glowing_line_asset', { anchorX: 0.5, anchorY: 0.5, width: 60, height: 60, color: 0xc05bf1 }); nodeCircle.x = node.x; nodeCircle.y = node.y; newPopup.addChildAt(nodeCircle, 0); // Add below the skill icon skillNode.down = function () { if (isDataSpikePopupActive) { return; } if (node.name === 'Ancient Wisdom') { displayAncientWisdomPopup(); } else if (node.name === 'Elemental Mastery') { displayElementalMasteryPopup(); } else if (node.name === 'Warrior Spirit') { displayWarriorSpiritPopup(); } else if (node.name === 'Beast Tamer') { displayBeastTamerPopup(); } else if (node.name === 'Herbal Remedies') { displayHerbalRemediesPopup(); } else if (node.name === 'Spirit Guidance') { displaySpiritGuidancePopup(); } else if (node.name === 'Legendary Ancestor') { displayLegendaryAncestorPopup(); } isDataSpikePopupActive = true; }; newPopup.addChild(skillNode); }); } else if (skillTreeName === 'The Forge of Possibilities') { var forgeAsset = LK.getAsset('popup_forgeofpossibilities', { anchorX: 0.5, anchorY: 0.5 }); forgeAsset.x = 2048 / 2; forgeAsset.y = 2732 / 2; newPopup.addChild(forgeAsset); var backButton = new BackButton(); newPopup.addChild(backButton); var skillNodes = [{ id: 'adaptive_construction_icon', x: 2048 / 4 - 50, y: 2732 / 6 - 50 + 100, name: 'Adaptive Construction' }, { id: 'elemental_infusion_icon', x: 2048 / 2, y: 2732 / 6 - 50 + 100, name: 'Elemental Infusion' }, { id: 'modular_enhancement_icon', x: 3 * 2048 / 4 + 50, y: 2732 / 6 - 50 + 100, name: 'Modular Enhancement' }, { id: 'resourceful_salvage_icon', x: 2048 / 4 - 50, y: 2 * 2732 / 6 + 100, name: 'Resourceful Salvage' }, { id: 'hybrid_crafting_icon', x: 2048 / 2, y: 2 * 2732 / 6 + 100, name: 'Hybrid Crafting' }, { id: 'runic_slots_icon', x: 3 * 2048 / 4 + 50, y: 2 * 2732 / 6 + 100, name: 'Runic Slots' }, { id: 'masterwork_creation_icon', x: 2048 / 2, y: 3 * 2732 / 6 + 50 + 100, name: 'Masterwork Creation' }]; skillNodes.forEach(function (node) { var skillNode = LK.getAsset(node.id, { anchorX: 0.5, anchorY: 0.5, scaleX: 3, scaleY: 3 }); skillNode.x = node.x; skillNode.y = node.y; // Add skill point allocation text below each node var points = skillPointAllocations[node.name] ? skillPointAllocations[node.name].points : 0; var maxPoints = skillPointAllocations[node.name] ? skillPointAllocations[node.name].max : 5; var pointsText = new Text2(points + '/' + maxPoints, { size: 60, fill: 0xFFFFFF, fontWeight: "bold" }); pointsText.x = node.x; pointsText.y = node.y + 150; pointsText.anchor.set(0.5, 0); pointsText.alpha = 1; // Ensure text is visible newPopup.addChild(pointsText); // Create a node representation for the skillNode var nodeCircle = LK.getAsset('glowing_line_asset', { anchorX: 0.5, anchorY: 0.5, width: 60, height: 60, color: 0xc05bf1 }); nodeCircle.x = node.x; nodeCircle.y = node.y; newPopup.addChildAt(nodeCircle, 0); // Add below the skill icon skillNode.down = function () { if (isDataSpikePopupActive) { return; } if (node.name === 'Adaptive Construction') { displayAdaptiveConstructionPopup(); } else if (node.name === 'Elemental Infusion') { displayElementalInfusionPopup(); } else if (node.name === 'Modular Enhancement') { displayModularEnhancementPopup(); } else if (node.name === 'Resourceful Salvage') { displayResourcefulSalvagePopup(); } else if (node.name === 'Hybrid Crafting') { displayHybridCraftingPopup(); } else if (node.name === 'Runic Slots') { displayRunicSlotsPopup(); } else if (node.name === 'Masterwork Creation') { displayMasterworkCreationPopup(); } isDataSpikePopupActive = true; }; newPopup.addChild(skillNode); }); } else if (skillTreeName === 'The Prism of Potential') { var prismAsset = LK.getAsset('popup_prismofpotential', { anchorX: 0.5, anchorY: 0.5 }); prismAsset.x = 2048 / 2; prismAsset.y = 2732 / 2; newPopup.addChild(prismAsset); var backButton = new BackButton(); newPopup.addChild(backButton); var skillNodes = [{ id: 'red_radiance_icon', x: 2048 / 4 - 50, y: 2732 / 6 - 50 + 100, name: 'Red Radiance' }, { id: 'blue_bulwark_icon', x: 2048 / 2, y: 2732 / 6 - 50 + 100, name: 'Blue Bulwark' }, { id: 'green_growth_icon', x: 3 * 2048 / 4 + 50, y: 2732 / 6 - 50 + 100, name: 'Green Growth' }, { id: 'yellow_zephyr_icon', x: 2048 / 4 - 50, y: 2 * 2732 / 6 + 100, name: 'Yellow Zephyr' }, { id: 'indigo_insight_icon', x: 2048 / 2, y: 2 * 2732 / 6 + 100, name: 'Indigo Insight' }, { id: 'chromatic_fusion_icon', x: 3 * 2048 / 4 + 50, y: 2 * 2732 / 6 + 100, name: 'Chromatic Fusion' }, { id: 'prismatic_ascendance_icon', x: 2048 / 2, y: 3 * 2732 / 6 + 50 + 100, name: 'Prismatic Ascendance' }]; skillNodes.forEach(function (node) { var skillNode = LK.getAsset(node.id, { anchorX: 0.5, anchorY: 0.5, scaleX: 3, scaleY: 3 }); skillNode.x = node.x; skillNode.y = node.y; // Add skill point allocation text below each node var points = skillPointAllocations[node.name] ? skillPointAllocations[node.name].points : 0; var maxPoints = skillPointAllocations[node.name] ? skillPointAllocations[node.name].max : 5; var pointsText = new Text2(points + '/' + maxPoints, { size: 60, fill: 0xFFFFFF, fontWeight: "bold" }); pointsText.x = node.x; pointsText.y = node.y + 150; pointsText.anchor.set(0.5, 0); pointsText.alpha = 1; // Ensure text is visible newPopup.addChild(pointsText); // Create a node representation for the skillNode var nodeCircle = LK.getAsset('glowing_line_asset', { anchorX: 0.5, anchorY: 0.5, width: 60, height: 60, color: 0xc05bf1 }); nodeCircle.x = node.x; nodeCircle.y = node.y; newPopup.addChildAt(nodeCircle, 0); // Add below the skill icon skillNode.down = function () { if (isDataSpikePopupActive) { return; } if (node.name === 'Red Radiance') { displayRedRadiancePopup(); } else if (node.name === 'Blue Bulwark') { displayBlueBulwarkPopup(); } else if (node.name === 'Green Growth') { displayGreenGrowthPopup(); } else if (node.name === 'Yellow Zephyr') { displayYellowZephyrPopup(); } else if (node.name === 'Indigo Insight') { displayIndigoInsightPopup(); } else if (node.name === 'Chromatic Fusion') { displayChromaticFusionPopup(); } else if (node.name === 'Prismatic Ascendance') { displayPrismaticAscendancePopup(); } isDataSpikePopupActive = true; }; newPopup.addChild(skillNode); }); } else if (skillTreeName === 'The Nexus of Chaos') { var nexusAsset = LK.getAsset('popup_nexusofchaos', { anchorX: 0.5, anchorY: 0.5 }); nexusAsset.x = 2048 / 2; nexusAsset.y = 2732 / 2; newPopup.addChild(nexusAsset); var backButton = new BackButton(); newPopup.addChild(backButton); var skillNodes = [{ id: 'chaotic_spark_icon', x: 2048 / 4 - 50, y: 2732 / 6 - 50 + 100, name: 'Chaotic Spark' }, { id: 'entropy_shield_icon', x: 2048 / 2, y: 2732 / 6 - 50 + 100, name: 'Entropy Shield' }, { id: 'unstable_rift_icon', x: 3 * 2048 / 4 + 50, y: 2732 / 6 - 50 + 100, name: 'Unstable Rift' }, { id: 'anomaly_shift_icon', x: 2048 / 4 - 50, y: 2 * 2732 / 6 + 100, name: 'Anomaly Shift' }, { id: 'cascade_of_disorder_icon', x: 2048 / 2, y: 2 * 2732 / 6 + 100, name: 'Cascade of Disorder' }, { id: 'fractured_fate_icon', x: 3 * 2048 / 4 + 50, y: 2 * 2732 / 6 + 100, name: 'Fractured Fate' }, { id: 'reality_collapse_icon', x: 2048 / 2, y: 3 * 2732 / 6 + 50 + 100, name: 'Reality Collapse' }]; skillNodes.forEach(function (node) { var skillNode = LK.getAsset(node.id, { anchorX: 0.5, anchorY: 0.5, scaleX: 3, scaleY: 3 }); skillNode.x = node.x; skillNode.y = node.y; // Add skill point allocation text below each node var points = skillPointAllocations[node.name] ? skillPointAllocations[node.name].points : 0; var maxPoints = skillPointAllocations[node.name] ? skillPointAllocations[node.name].max : 5; var pointsText = new Text2(points + '/' + maxPoints, { size: 60, fill: 0xFFFFFF, fontWeight: "bold" }); pointsText.x = node.x; pointsText.y = node.y + 150; pointsText.anchor.set(0.5, 0); pointsText.alpha = 1; // Ensure text is visible newPopup.addChild(pointsText); // Create a node representation for the skillNode var nodeCircle = LK.getAsset('glowing_line_asset', { anchorX: 0.5, anchorY: 0.5, width: 60, height: 60, color: 0xc05bf1 }); nodeCircle.x = node.x; nodeCircle.y = node.y; newPopup.addChildAt(nodeCircle, 0); // Add below the skill icon skillNode.down = function () { if (isDataSpikePopupActive) { return; } if (node.name === 'Chaotic Spark') { displayChaoticSparkPopup(); } else if (node.name === 'Entropy Shield') { displayEntropyShieldPopup(); } else if (node.name === 'Unstable Rift') { displayUnstableRiftPopup(); } else if (node.name === 'Anomaly Shift') { displayAnomalyShiftPopup(); } else if (node.name === 'Cascade of Disorder') { displayCascadeOfDisorderPopup(); } else if (node.name === 'Fractured Fate') { displayFracturedFatePopup(); } else if (node.name === 'Reality Collapse') { displayRealityCollapsePopup(); } isDataSpikePopupActive = true; }; newPopup.addChild(skillNode); }); } else if (skillTreeName === 'The Symphony of Shadows') { var symphonyAsset = LK.getAsset('popup_symphonyofshadows', { anchorX: 0.5, anchorY: 0.5 }); symphonyAsset.x = 2048 / 2; symphonyAsset.y = 2732 / 2; newPopup.addChild(symphonyAsset); var backButton = new BackButton(); newPopup.addChild(backButton); var skillNodes = [{ id: 'whispered_steps_icon', x: 2048 / 4 - 50, y: 2732 / 6 - 50 + 100, name: 'Whispered Steps' }, { id: 'nightfall_veil_icon', x: 2048 / 2, y: 2732 / 6 - 50 + 100, name: 'Nightfall Veil' }, { id: 'serrated_shade_icon', x: 3 * 2048 / 4 + 50, y: 2732 / 6 - 50 + 100, name: 'Serrated Shade' }, { id: 'shadow_familiar_icon', x: 2048 / 4 - 50, y: 2 * 2732 / 6 + 100, name: 'Shadow Familiar' }, { id: 'muffled_strikes_icon', x: 2048 / 2, y: 2 * 2732 / 6 + 100, name: 'Muffled Strikes' }, { id: 'umbral_echoes_icon', x: 3 * 2048 / 4 + 50, y: 2 * 2732 / 6 + 100, name: 'Umbral Echoes' }, { id: 'midnight_crescendo_icon', x: 2048 / 2, y: 3 * 2732 / 6 + 50 + 100, name: 'Midnight Crescendo' }]; skillNodes.forEach(function (node) { var skillNode = LK.getAsset(node.id, { anchorX: 0.5, anchorY: 0.5, scaleX: 3, scaleY: 3 }); skillNode.x = node.x; skillNode.y = node.y; // Add skill point allocation text below each node var points = skillPointAllocations[node.name] ? skillPointAllocations[node.name].points : 0; var maxPoints = skillPointAllocations[node.name] ? skillPointAllocations[node.name].max : 5; var pointsText = new Text2(points + '/' + maxPoints, { size: 60, fill: 0xFFFFFF, fontWeight: "bold" }); pointsText.x = node.x; pointsText.y = node.y + 150; pointsText.anchor.set(0.5, 0); pointsText.alpha = 1; // Ensure text is visible newPopup.addChild(pointsText); // Create a node representation for the skillNode var nodeCircle = LK.getAsset('glowing_line_asset', { anchorX: 0.5, anchorY: 0.5, width: 60, height: 60, color: 0xc05bf1 }); nodeCircle.x = node.x; nodeCircle.y = node.y; newPopup.addChildAt(nodeCircle, 0); // Add below the skill icon skillNode.down = function () { if (isDataSpikePopupActive) { return; } if (node.name === 'Whispered Steps') { displayWhisperedStepsPopup(); } else if (node.name === 'Nightfall Veil') { displayNightfallVeilPopup(); } else if (node.name === 'Serrated Shade') { displaySerratedShadePopup(); } else if (node.name === 'Shadow Familiar') { displayShadowFamiliarPopup(); } else if (node.name === 'Muffled Strikes') { displayMuffledStrikesPopup(); } else if (node.name === 'Umbral Echoes') { displayUmbralEchoesPopup(); } else if (node.name === 'Midnight Crescendo') { displayMidnightCrescendoPopup(); } isDataSpikePopupActive = true; }; newPopup.addChild(skillNode); }); } var skillTreeTitle = new Text2(skillTreeName, { size: 150, fill: 0xFFFFFF, fontWeight: "bold", fontFamily: "Techno, sans-serif", letterSpacing: 2, stroke: 0x00FFCC, strokeThickness: 3 }); skillTreeTitle.x = 2048 / 2; skillTreeTitle.y = 100; skillTreeTitle.anchor.set(0.5, 0); newPopup.addChild(skillTreeTitle); // Create the skillTreePointsText at the bottom of the skill tree popup skillTreePointsText = new Text2('Skill Points: ' + heroSkillPoints, { size: 70, fill: 0xFFFFFF, fontWeight: "bold" }); skillTreePointsText.x = 2048 / 2; skillTreePointsText.y = 2732 - 100; // bottom of the screen skillTreePointsText.anchor.set(0.5, 0); newPopup.addChild(skillTreePointsText); // Now that skillTreePointsText is defined, we can safely call refreshTreePointsText refreshTreePointsText(); menuContainer.addChild(newPopup); }
===================================================================
--- original.js
+++ change.js
@@ -708,39 +708,154 @@
menuContainer.addChild(popup);
isDataSpikePopupActive = true;
}
function displayAdaptiveConstructionPopup() {
- var popup = createSkillPopup('Adaptive Construction', 'Learn to rapidly modify your weapons on the fly. Temporarily increase your sword or bow damage by 10% depending on which you wield most recently.');
+ // Firebrand Enchantment: Imbue your weapon with searing flame—each rank adds +5 % fire damage and +2 % chance to ignite on hit.
+ var skillName = 'Adaptive Construction';
+ var points = skillPointAllocations[skillName] ? skillPointAllocations[skillName].points : 0;
+ var maxPoints = skillPointAllocations[skillName] ? skillPointAllocations[skillName].max : 5;
+ var fireDmgPerRank = 5;
+ var ignitePerRank = 2;
+ var currentFire = points * fireDmgPerRank;
+ var currentIgnite = points * ignitePerRank;
+ var description = '';
+ if (points === 0) {
+ description = "Imbue your weapon with searing flame, adding 5% fire damage and 2% chance to ignite on hit.";
+ } else if (points < maxPoints) {
+ description = "Imbue your weapon with searing flame, adding " + (points + 1) * fireDmgPerRank + "% fire damage and " + (points + 1) * ignitePerRank + "% chance to ignite on hit (Currently " + currentFire + "% fire damage / " + currentIgnite + "% ignite).";
+ } else {
+ description = "Maximum rank reached. Imbue your weapon with searing flame, adding 25% fire damage and 10% chance to ignite on hit.";
+ }
+ var popup = createSkillPopup(skillName, description);
menuContainer.addChild(popup);
isDataSpikePopupActive = true;
}
function displayElementalInfusionPopup() {
- var popup = createSkillPopup('Elemental Infusion', 'Forge special arrowheads or blade edges with elemental cores. Each successful hit has a small chance to apply a random elemental effect to enemies.');
+ // Elemental Tempo: Every swing or shot has a passive chance to inflict a random elemental effect—proc chance scales +10 %, +8 %, +6 %, +4 %, then +2 % (max 30 % at rank 5).
+ var skillName = 'Elemental Infusion';
+ var points = skillPointAllocations[skillName] ? skillPointAllocations[skillName].points : 0;
+ var maxPoints = skillPointAllocations[skillName] ? skillPointAllocations[skillName].max : 5;
+ var procs = [10, 8, 6, 4, 2];
+ var currentProc = 0;
+ for (var i = 0; i < points; i++) {
+ currentProc += procs[i];
+ }
+ var description = '';
+ if (points === 0) {
+ description = "Every attack has a 10% chance to inflict a random elemental effect.";
+ } else if (points < maxPoints) {
+ var nextProc = procs[points];
+ description = "Every attack has a " + (currentProc + nextProc) + "% chance to inflict a random elemental effect (Currently " + currentProc + "%).";
+ } else {
+ description = "Maximum rank reached. Every attack has a 30% chance to inflict a random elemental effect.";
+ }
+ var popup = createSkillPopup(skillName, description);
menuContainer.addChild(popup);
isDataSpikePopupActive = true;
}
function displayModularEnhancementPopup() {
- var popup = createSkillPopup('Modular Enhancement', 'Attach versatile modules to your equipment. Gain a slight increase in attack speed and movement speed, allowing you to reposition more effectively during combat.');
+ // Mechanical Reflex: Bolted springs release on hit, giving you a chance to instantly ready your weapon for an extra strike—proc chance scales +3 %, +6 %, +9 %, +12 %, then +15 % (max 15 % at rank 5).
+ var skillName = 'Modular Enhancement';
+ var points = skillPointAllocations[skillName] ? skillPointAllocations[skillName].points : 0;
+ var maxPoints = skillPointAllocations[skillName] ? skillPointAllocations[skillName].max : 5;
+ var procs = [3, 3, 3, 3, 3]; // Actually, the example says +3, +6, +9, +12, +15, but the text says max 15% at rank 5, so let's use +3 per rank for 15% at 5.
+ var currentProc = points * 3;
+ var description = '';
+ if (points === 0) {
+ description = "Each hit has a 3% chance to instantly ready your weapon for an extra strike.";
+ } else if (points < maxPoints) {
+ description = "Each hit has a " + (points + 1) * 3 + "% chance to instantly ready your weapon for an extra strike (Currently " + currentProc + "%).";
+ } else {
+ description = "Maximum rank reached. Each hit has a 15% chance to instantly ready your weapon for an extra strike.";
+ }
+ var popup = createSkillPopup(skillName, description);
menuContainer.addChild(popup);
isDataSpikePopupActive = true;
}
function displayResourcefulSalvagePopup() {
- var popup = createSkillPopup('Resourceful Salvage', 'Disassemble enemy gear after defeats. Occasionally gain a temporary buff that slightly increases your skill point gain or reduces skill cooldowns.');
+ // Resourceful Salvage: Disassemble enemy gear on kill for a small chance to siphon extra skill‑point gain—proc chance scales 2 %→6 % and buff strength/duration scales +10 % for 5 s up to +20 % for 15 s.
+ var skillName = 'Resourceful Salvage';
+ var points = skillPointAllocations[skillName] ? skillPointAllocations[skillName].points : 0;
+ var maxPoints = skillPointAllocations[skillName] ? skillPointAllocations[skillName].max : 5;
+ var procChances = [2, 3, 4, 5, 6];
+ var buffStrengths = [10, 12, 14, 16, 20];
+ var buffDurations = [5, 7, 9, 12, 15];
+ var currentProc = points > 0 ? procChances[points - 1] : 0;
+ var currentBuff = points > 0 ? buffStrengths[points - 1] : 0;
+ var currentDur = points > 0 ? buffDurations[points - 1] : 0;
+ var description = '';
+ if (points === 0) {
+ description = "Killing an enemy has a 2% chance to grant +10% skill‑point gain for 5 seconds.";
+ } else if (points < maxPoints) {
+ var nextProc = procChances[points];
+ var nextBuff = buffStrengths[points];
+ var nextDur = buffDurations[points];
+ description = "Killing an enemy has a " + nextProc + "% chance to grant +" + nextBuff + "% skill‑point gain for " + nextDur + " seconds (Currently " + currentProc + "% / +" + currentBuff + "% / " + currentDur + "s).";
+ } else {
+ description = "Maximum rank reached. Killing an enemy has a 6% chance to grant +20% skill‑point gain for 15 seconds.";
+ }
+ var popup = createSkillPopup(skillName, description);
menuContainer.addChild(popup);
isDataSpikePopupActive = true;
}
function displayHybridCraftingPopup() {
- var popup = createSkillPopup('Hybrid Crafting', 'Blend melee and ranged weapon traits. Your arrows gain a minor cleave effect at short range, and your sword attacks have a small chance to unleash a short-ranged projectile.');
+ // Hybrid Crafting (1/1): Fuse melee and ranged traits: your arrows cleave a nearby target at short range (30% splash), and sword swings have a 20% chance to fire a projectile at 50% damage.
+ var skillName = 'Hybrid Crafting';
+ var points = skillPointAllocations[skillName] ? skillPointAllocations[skillName].points : 0;
+ var maxPoints = skillPointAllocations[skillName] ? skillPointAllocations[skillName].max : 1;
+ var description = '';
+ if (points === 0) {
+ description = "Fuse melee and ranged traits: your arrows cleave a nearby target at short range (30% splash), and sword swings have a 20% chance to fire a projectile at 50% damage.";
+ } else {
+ description = "Maximum rank reached. Your arrows cleave a nearby target at short range (30% splash), and sword swings have a 20% chance to fire a projectile at 50% damage.";
+ }
+ var popup = createSkillPopup(skillName, description);
menuContainer.addChild(popup);
isDataSpikePopupActive = true;
}
function displayRunicSlotsPopup() {
- var popup = createSkillPopup('Runic Slots', 'Add runic slots to your weapons. When you acquire elemental shards from fallen foes, socketing them grants short-term buffs like increased critical chance, armor, or life steal.');
+ // Gem Harvester: Kills can drop volatile runic gems that grant a random buff—buff potency and duration scale from +5 % for 3 s up to +15 % for 8 s, and drop chance scales 5 %→20 %.
+ var skillName = 'Runic Slots';
+ var points = skillPointAllocations[skillName] ? skillPointAllocations[skillName].points : 0;
+ var maxPoints = skillPointAllocations[skillName] ? skillPointAllocations[skillName].max : 5;
+ var dropChances = [5, 8, 12, 16, 20];
+ var buffPotencies = [5, 7, 9, 12, 15];
+ var buffDurations = [3, 4, 5, 6, 8];
+ var currentDrop = points > 0 ? dropChances[points - 1] : 0;
+ var currentBuff = points > 0 ? buffPotencies[points - 1] : 0;
+ var currentDur = points > 0 ? buffDurations[points - 1] : 0;
+ var description = '';
+ if (points === 0) {
+ description = "Killing an enemy has a 5% chance to drop a runic gem granting a random +5% buff for 3 seconds.";
+ } else if (points < maxPoints) {
+ var nextDrop = dropChances[points];
+ var nextBuff = buffPotencies[points];
+ var nextDur = buffDurations[points];
+ description = "Killing an enemy has an " + nextDrop + "% chance to drop a runic gem granting a random +" + nextBuff + "% buff for " + nextDur + " seconds (Currently " + currentDrop + "% / +" + currentBuff + "% / " + currentDur + "s).";
+ } else {
+ description = "Maximum rank reached. Killing an enemy has a 20% chance to drop a runic gem granting a random +15% buff for 8 seconds.";
+ }
+ var popup = createSkillPopup(skillName, description);
menuContainer.addChild(popup);
isDataSpikePopupActive = true;
}
function displayMasterworkCreationPopup() {
- var popup = createSkillPopup('Masterwork Creation', 'Temporarily upgrade your weapon into a masterwork artifact. Significantly boosts both melee and ranged damage, and improves your elemental infusions for a short duration, turning you into a forging prodigy on the battlefield.');
+ // Masterwork Creation: Temporarily transform your weapon into a masterwork artifact—damage bonus, arrow‑cleave count, and shockwave radius all increase with each of 3 ranks.
+ var skillName = 'Masterwork Creation';
+ var points = skillPointAllocations[skillName] ? skillPointAllocations[skillName].points : 0;
+ var maxPoints = skillPointAllocations[skillName] ? skillPointAllocations[skillName].max : 3;
+ var dmgBonuses = [30, 60, 90];
+ var cleaveCounts = [1, 2, 3];
+ var shockwaveRadii = [1, 2, 3];
+ var description = '';
+ if (points === 0) {
+ description = "Transforms your weapon for 6s, granting +30% damage, arrows cleave 1 extra target, and melee triggers a 1‑unit shockwave (Cooldown: 60s).";
+ } else if (points < 3) {
+ description = "Transforms your weapon for 6s, granting +" + dmgBonuses[points] + "% damage, arrows cleave " + cleaveCounts[points] + " extra target" + (cleaveCounts[points] > 1 ? "s" : "") + ", and melee triggers a " + shockwaveRadii[points] + "-unit shockwave (Currently +" + dmgBonuses[points - 1] + "% / " + cleaveCounts[points - 1] + " cleave / " + shockwaveRadii[points - 1] + "-unit shockwave).";
+ } else {
+ description = "Maximum rank reached. Transforms your weapon for 6s, granting +90% damage, arrows cleave 3 extra targets, and melee triggers a 3‑unit shockwave (Cooldown: 60s).";
+ }
+ var popup = createSkillPopup(skillName, description);
menuContainer.addChild(popup);
isDataSpikePopupActive = true;
}
function displayAncientWisdomPopup() {
A round button with icons of a sword and bow crossed over a shield, hinting at weapon switching.. Game interface icon. Medieval theme with crossed weapons on a shield. High contrast and intuitive design.
A rugged medieval bow with a wooden frame and slightly frayed string, perfect for a fantasy setting.. Game asset. Rustic and worn. Medieval fantasy style. High detail with visible wood grain.
Remove the joystick stick
A dark, stone-walled dungeon chamber viewed directly from above. The floor is uneven with scattered bones and chains. Each wall has an entrance centered in the middle, like arched doorways, positioned on the top, bottom, left, and right sides. The room fills the entire frame, with torch-lit ambiance.. Full-frame, top-down view of a stone-walled dungeon chamber. Uneven floor, bones, chains, torch lighting. Open, arched entrances centered on each wall: top, bottom, left, and right. No 3D perspective, even lighting.
A high-tech command center with a glowing grid floor and sleek metallic walls. The room is viewed from directly above and has open entrances centered in the middle of each wall (top, bottom, left, and right) for easy transitions. Neon lights and holographic screens line the walls, casting a blue glow.. Full-frame, top-down view of a futuristic command center. Glowing grid floor, metallic walls, neon lights. Open entrances centered on each wall: top, bottom, left, and right. Blue glow, no perspective distortion.
A top-down view of jungle ruins with moss-covered stone walls and floors. The floor is scattered with vines and broken pillars. Each wall has an entrance centered in the middle, resembling natural archways positioned on the top, bottom, left, and right. Sunlight filters through, illuminating the room softly.. Full-frame, top-down view of jungle ruins. Moss-covered stone walls and floors, vines, broken pillars. Open natural archways centered on each wall: top, bottom, left, and right. Soft sunlight, no perspective distortion.
A pixelated skull with green digital "code streams" dripping down, symbolizing a destructive digital attack. Neon green and dark gray.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A circular emblem with a tree at its center, its branches intertwining with a glowing red lineage symbol.. Colors: Deep red, gold, and subtle white highlights.
Elemental Gear Icon: A gear made of multiple materials (fire, ice, lightning, and shadow) fused together, symbolizing crafting hybrid powers.. Colors: Vibrant orange, blue, yellow, and dark purple.
Shattered Prism Icon: A cracked prism emitting chaotic light beams, symbolizing untapped magical potential.. Colors: Neon purple and silver with multicolored light fragments.
Fractured Sphere Icon: A glowing orb breaking apart into jagged, floating shards, with chaotic energy swirling around it.. Colors: Neon purple, black, and electric green.
Phantom Mask Icon: A mysterious, floating mask with glowing eyes and tendrils of shadow curling around it, symbolizing illusions and deception.. Colors: White mask with glowing blue accents and black shadows.
Backdrop: An ancient, mystical forest with glowing runes etched into massive tree trunks. Colors: Earthy greens and browns with soft golden accents. Details: Misty ambiance with faint ethereal figures in the background.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Backdrop: A grand forge surrounded by molten lava and glowing hammers mid-swing. Colors: Fiery reds and oranges with metallic silver and gray. Details: Sparks flying and glowing weapon fragments scattered around.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Backdrop: A crystal cavern with refracted light beams splitting into vibrant colors. Colors: Radiant rainbow hues with a soft, dark background. Details: Floating crystals and magical glowing particles.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Backdrop: A warped reality scene with twisting, fragmented terrain and a swirling vortex in the background. Colors: Deep purples, neon pinks, and electric greens. Details: Fractured floating rocks and glitch-like patterns.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Backdrop: A dark, shadowy realm with faint glowing outlines of jagged structures and flowing mist. Colors: Black, deep purples, and faint blue highlights. Details: Shadows shifting and subtle glowing runes.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Weapon switch icon. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Start game button. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Big red kill button. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Top-down view of a floating mechanical robot with a circular body. Thin, robotic arms extend outward, metallic and glowing. The head is small with glowing eyes. Strictly top-down view, no perspective or angle. Clean and detailed for 2D gameplay. Single Game Texture. In-Game asset. Top-down view. No shadows. 2D style. High contrast. Blank background.
A futuristic, top-down 2D game room featuring a minimalist industrial design. The room should have four distinct doorways at cardinal directions (up, down, left, and right). Each doorway should blend seamlessly into the room's aesthetic, with metallic frames and subtle glowing edges to indicate navigability. The room maintains its clean, tiled walls and floor, accented with industrial details like exposed pipes, vents, and panels. Lighting is ambient, with a mix of warm tones near the top and cooler tones along the walls. The overall theme is a high-tech but slightly weathered environment, ready for player navigation. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
A Dagger Icon with 1's and 0's dripping off of it like blood. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A stylized, sleek cybernetic boot or leg silhouette with clear motion lines trailing behind it (like speed lines). Alternatively, three chevrons (>>>) pointing forward, glowing with blue energy, suggesting rapid advancement.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Two stylized head silhouettes (one representing the hero, one the enemy) connected by arcing lines of digital energy or circuit patterns. Color could be a mix of blue (control) and maybe red/purple (target).. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A shield shape formed from a 1's and 0's matrix pattern (like circuitry). Some lines of the grid could be missing or 'glitching' out, suggesting attacks passing through harmlessly. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Concentric circles or energy waves expanding outwards from a central point. The waves could be depicted as sharp lines of light blue or white energy. Could also incorporate small lightning-like sparks within the surge.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A more intense version of Power Surge. A fractured or exploding core shape at the center, emitting powerful, jagged energy waves (possibly in yellow or orange on top of blue). Could incorporate classic explosion symbol elements but rendered in the cybernetic style. Should look significantly more powerful than Power Surge.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
a cracked stone tablet or ancient scroll depicting elemental symbols with a subtle glow.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A hand silhouette centrally placed, with symbolic representations of different elements (fire, ice/water, lightning/wind) swirling around it or emanating from the fingertips. Could also be intersecting elemental runes.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A primal stone axe or spearhead with stylized speed lines or a spectral blue aura indicating swift movement.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A glowing paw print (wolf, bear, or cat-like) leaving a faint spectral trail.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A bundle of glowing green herbs tied together, or a single stylized leaf with potent green light radiating from its veins.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
a translucent, ghostly shield or a faint outline of a guardian spirit figure.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
An imposing, ornate tribal mask or helmet, perhaps with glowing eyes or runic carvings.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A stylized hammer striking an anvil, creating fiery sparks or engulfing the hammer head in flames.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A potion bottle or flask swirling with multiple distinct colors (red, blue, green).. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A arrow and sword splitting into a double arrow and double sword signifying a extra shot/sword.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Could also be a stylized recycling symbol combined with an upward arrow or a plus sign.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A symbol merging a sword and an arrow/bow, perhaps crossing each other with energy flowing between them.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A stylized metallic bracer or weapon hilt showing empty sockets being filled by small, glowing runes or gems.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A glowing, ornate hammer imbued with power, or a weapon silhouette undergoing a visible transformation with radiating light and complex runic patterns.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A sharp, faceted red crystal or gem shard glowing hotly.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
An angular, crystalline shield shimmering with blue light.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Could also be a green crystal pulsing with soft light.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A sharp, angular gust of wind symbol in bright yellow, or a stylized yellow feather.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A sharply focused eye symbol in deep indigo color. Could also be a fractured mirror shard reflecting light, or an indigo crystal with internal sparks/light flashes.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Two different colored streams of energy (e.g., red and blue) flowing and swirling together in the center. Could also be a crystal icon split into two distinct colors.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A classic prism shape refracting a beam of white light into a rainbow spectrum. Could also be a figure surrounded by a swirling aura containing all the skill colors.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A crackling spark of energy rapidly shifting between multiple colors (purple, green, orange). Could also be a die symbol with elemental icons instead of pips, or a weapon impact with a question mark.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A shield shape that looks warped, dissolving at the edges, or made of static/glitches. Could show an arrow bouncing off at a weird angle or fizzling into nothing.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A jagged tear or swirling vortex in space, leaking multi-colored, chaotic energy. Could incorporate shifting, abstract symbols or question marks within the rift.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A silhouette of the hero glitching or flickering between different colors or slightly different forms. Could also be an upward arrow surrounded by swirling question marks or dice symbols.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A branching pattern like lightning or cracks, but made of chaotic, multi-colored energy. Could also be a visual of one chaotic explosion triggering others nearby.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A clock face or hourglass that is visibly cracked or shattering. Could also be a die symbol mid-roll or showing multiple faces at once.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
An imploding geometric shape or structure crumbling inwards into a chaotic void/vortex. Could be an intense version of the Unstable Rift, looking more menacing and powerful.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A boot icon dissolving into smoke or shadow at the heel. Sound wave symbol with a line striking through it, indicating silence.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A stylized cloak hood casting a deep shadow, with only faint eyes or nothing visible within. Could also be a figure splitting into a solid version and a shadowy decoy.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A sharp, wicked-looking dagger or blade edge dripping with black, shadowy substance.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A silhouette of a small, mischievous shadow creature (imp, tendril beast, raven?). Could also be a pair of glowing eyes peering out from darkness.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A dagger or fist icon striking, but with sound waves around it being cancelled or muffled (e.g., crossed out or dissolving).. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A central figure with several fading, translucent shadow copies trailing behind or positioned nearby. Could also be a weapon swing that leaves dark afterimages.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows