Age | Commit message (Collapse) | Author | Files | Lines |
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modernize-loop-convert
modernize-deprecated-headers
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modernize-use-auto
modernize-use-nullptr
modernize-use-override
modernize-use-using
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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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I find this a lot more readable.
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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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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 allows a lot more flexibility and makes stuff like magical items a
lot easier to implement. We will also use this for the attack system in
the future. So a attack (abilitiy) would simply depend on some value
like Agility (or a derived attribute from it). Which sets the recharge
speed.
The recharge speed is the modified value of the attribute per game tick.
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On the one hand setSetName and setName could sound misleading in the qt
client patch i plan. On the otherhand i never really liked the name
"set". I think category is more general and obvious.
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