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Comments (8)

Pentarctagon avatar Pentarctagon commented on May 19, 2024

Will this allow more than just an ID? Or would I need to also define separate abilities for healing 8, 12, 16, etc?

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GregoryLundberg avatar GregoryLundberg commented on May 19, 2024

What about custom abilities? With custom attributes?

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Byteron avatar Byteron commented on May 19, 2024

@Pentarctagon This would require to define new abilities for heal 8, 12, 16, etc.

@GregoryLundberg you could of course define custom abilities in a new yaml files.

An ability might look like this:

id:  custom_ability
name: custom
effects:
  - {
      sub: 1
      apply_to: damage 
      affect_self: false
      affect_enemies: true
    }

this would require some "effect" class / structure, but I don't see why that would not be possible.

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YeldhamDev avatar YeldhamDev commented on May 19, 2024

About yaml, here's a Godot asset to parse and read them: https://godotengine.org/asset-library/asset/254

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zozer avatar zozer commented on May 19, 2024

We are aware of that library and have been using it. Its not in the master for a now since we are experimenting with a different approach right now and we are updating the scripts to godot 3.1 features

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Byteron avatar Byteron commented on May 19, 2024

YAML was originally planned to be used for UMC, but when we use the godot engine for mod creation (which is the new plan) then I think of a simple inheritation approach.
Say, having a base Ability that a script can inherit from, and have UMC creators overwrite virtual functions in which the logic and values.

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Byteron avatar Byteron commented on May 19, 2024

Updated, as YAML is ruled out.

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Byteron avatar Byteron commented on May 19, 2024

Abilities are supported now.

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