ignite_spell - Code References
Java Classes
Key Implementation Details:
Package: com.nyrds.pixeldungeon.mechanics.spells
Constructor: Ignite() - sets up spell properties
targetingType: TARGET_CELL (targets a specific cell)
magicAffinity: AFFINITY_ELEMENTAL
level: 2 (spell level)
image: 1 (sprite index)
spellCost: 2 (magic points required)
texture(): Returns “spellsIcons/elemental.png”
cast(): Main casting method that:
Validates target cell is valid
Uses Ballistica.cast() for ray tracing
Creates FlameParticle burst at target
Spawns Fire blob with strength 5
Calls castCallback() after effect
JSON Configuration
This entity is implemented in Java, no JSON configuration exists
String Resources
<string name="Ignite_Name">Ignite</string>
<string name="Ignite_Info">Creates a burst of flames at the target location</string>
Lua Scripts
This entity is implemented in Java, no Lua script exists
Implementation Details
Package: com.nyrds.pixeldungeon.mechanics.spells
Targeting Type: TARGET_CELL (targets a specific cell)
Magic Affinity: ELEMENTAL
Spell Level: 2
Image ID: 1
Spell Cost: 2 magic points
Texture: spellsIcons/elemental.png
Effects
Creates flame particles at target location using CellEmitter.center().burst()
Spawns Fire blob (5 strength) at target cell via GameScene.add()
Uses Ballistica for targeting validation
Flame particle count scales with caster's skill level