Age | Commit message (Collapse) | Author | Files | Lines |
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I had to rearrange the protocol a bit in order to allow to keep the
related things together.
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- Removed hardcoded using of attributes
- Simply introduced lua functions to set global and ability cooldowns
- Requires database update
- Bumps the protocol
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Monsters can now either receive abilities at lifetime via scripts, or
via the <ability> node in the monsters node.
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Each ability can now define a cooldown that prevents the player from
using other abilities for a while. The time of this cooldown can be set
to any attribute. The modified value of the attribute is the value of
the cooldown in game ticks. The cooldown will be automatically started
if the ability has `autoconsume` set to true. Otherwise a script has to
call entity:cooldown_ability(ability).
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You do not need to reset the mana in the scripts if you do not want to.
We will need this for attacks later since those do not nessecary have a
script.
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This later allows monsters and characters to use this component.
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