RanXerox
Master
Posts: 550
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Joined: Dec 2010
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RE: Sphere Community Pack 2.0
Ya I have the combat moves script and the monster abilities... but on my server, items, spells, monsters are all tied together and I don't know how easy it will be to fit it into SCP. That will definitely take a lot of work. The way I wrote it, is something like this:
- Every character and NPC has a default event: e_combat_events
- Note: This event is the only script on the shard that uses @Hit @GetHit @HitTry @HitMiss etc...
- Every equipable item has a default event: e_equipitem
- Note: If you equip an item (armor, clothes, jewelry, etc) that affects combat, it adds a tag to your character. Similarly, if you cast a spell, that equips a spellicon that might add a tag to your character..
- In the combat event triggers, I look for tags that affect combat and use that information to affect the results appropriately.
- Note: the tags might be offensive or defensive and might be implemented in triggers on the attacker, the defender, or both.
The end result is that if I want a monster to have an ability (or 10 abilities) I can hard-code the TAG into their CHARDEF or add it dynamically in-game using a GM (evil laughter).
Similarly, if I want an item to have a particular effect, I just add the TAG to its ITEMDEF or I can add it dynamically in game.
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07-06-2012 06:40 AM |
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