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ivanhoeGT
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Monday, July 09, 2012
Here character uses things as skills.Here for some example,vegetaGT drinks coke
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ivanhoeGT
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Monday, July 09, 2012
one question,Zeth or anyone.Is it possible make the character recover when he drink or eat? I mean like the skill I made,can he recover?
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NELLO!!
Mitico
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Monday, July 09, 2012
you want make the senzu right? good idea
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ivanhoeGT
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Monday, July 09, 2012
NELLO!! wrote : you want make the senzu right? good idea 
yes,but the character can't recover.it just stay damaged,not recovered back.Do you know how?
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NELLO!!
Mitico
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Monday, July 09, 2012
nope...
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Zeth
The Admin
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Monday, July 09, 2012
one question,Zeth or anyone.Is it possible make the character recover when he drink or eat? I mean like the skill I made,can he recover?
Unless past me secretly put it in without me noticing, you'll need to make minor code changes to .phys configs and bg_pmove to accomplish this.
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ivanhoeGT
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Monday, July 09, 2012
Zeth wrote : one question,Zeth or anyone.Is it possible make the character recover when he drink or eat? I mean like the skill I made,can he recover?
Unless past me secretly put it in without me noticing, you'll need to make minor code changes to .phys configs and bg_pmove to accomplish this.
and how is that?
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Zeth
The Admin
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Monday, July 09, 2012
Firstly, what type of attack would this be? I think the code is currently limited to balls, beams, and hitscan if I remember right. An attack that creates no entity has been long-since planned, but I am not sure on current implementation. "None" or "Self" types would be applicable in this case.
Secondly, what category/stage keyword would you suggest be changed in order to alter the stat in question? Should keywords exist for all stats in the tier config (health, fatigue, speedScale, etc.)? Or are you looking to piggyback off an existing keyword in phys like damage and setting it to a negative value? How exactly do you want to trigger the change in the variable?
After you establish the new skill type[s] and new keywords/categories you want to add in the phys configs, then comes the actual implementation to read those values and have them adjust the stats when the skill is used. For this you'll need extra skill attributes and then a buffer to transfer those attributes from the game code (server only) to the bg code (both client and server). It's pretty easy to do this as long as there are enough attribute slots available still (which there should be).
Adding a new keyword to be parsed and syncing it up to current playerstate data are both involving processes that would require a tutorial of their own. Is this something you seek? If so, I will need specifics on the design at hand and answers to the questions above.
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ivanhoeGT
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Monday, July 09, 2012
Zeth wrote : Firstly, what type of attack would this be? I think the code is currently limited to balls, beams, and hitscan if I remember right. An attack that creates no entity has been long-since planned, but I am not sure on current implementation. "None" or "Self" types would be applicable in this case.
Secondly, what category/stage keyword would you suggest be changed in order to alter the stat in question? Should keywords exist for all stats in the tier config (health, fatigue, speedScale, etc.)? Or are you looking to piggyback off an existing keyword in phys like damage and setting it to a negative value? How exactly do you want to trigger the change in the variable?
After you establish the new skill type[s] and new keywords/categories you want to add in the phys configs, then comes the actual implementation to read those values and have them adjust the stats when the skill is used. For this you'll need extra skill attributes and then a buffer to transfer those attributes from the game code (server only) to the bg code (both client and server). It's pretty easy to do this as long as there are enough attribute slots available still (which there should be).
Adding a new keyword to be parsed and syncing it up to current playerstate data are both involving processes that would require a tutorial of their own. Is this something you seek? If so, I will need specifics on the design at hand and answers to the questions above.
1.drinks and senzu beans
2.all exist.Make him like he's not hurt
final question,where exactly I can find all that you said? Sorry if I ask so much...I just want to know [more]
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Shenku
RiO Incarnate
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Monday, July 09, 2012
Zeth wrote : Firstly, what type of attack would this be? I think the code is currently limited to balls, beams, and hitscan if I remember right. An attack that creates no entity has been long-since planned, but I am not sure on current implementation. "None" or "Self" types would be applicable in this case.
Secondly, what category/stage keyword would you suggest be changed in order to alter the stat in question? Should keywords exist for all stats in the tier config (health, fatigue, speedScale, etc.)? Or are you looking to piggyback off an existing keyword in phys like damage and setting it to a negative value? How exactly do you want to trigger the change in the variable?
After you establish the new skill type[s] and new keywords/categories you want to add in the phys configs, then comes the actual implementation to read those values and have them adjust the stats when the skill is used. For this you'll need extra skill attributes and then a buffer to transfer those attributes from the game code (server only) to the bg code (both client and server). It's pretty easy to do this as long as there are enough attribute slots available still (which there should be).
Adding a new keyword to be parsed and syncing it up to current playerstate data are both involving processes that would require a tutorial of their own. Is this something you seek? If so, I will need specifics on the design at hand and answers to the questions above.
Possibly ill-advised question, but couldn't we piggy back off the charge power system for the purposes of healing effects? Overcharging your power already heals the player, why not just have the item call up the same piece of code(slightly modified to work, of course), instead of adding an entire new command process?
In fact, couldn't most "self-effecting" skills be added using portions of existing systems by just tweaking them to be modifiable by the character's .phys files if applicable?
I'm probably the last person that should be making suggestions though, since I still haven't gotten around to working on a skill system of any type despite saying that I was planning to...
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