Comments (8)
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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What about custom abilities? With custom attributes?
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@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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About yaml, here's a Godot asset to parse and read them: https://godotengine.org/asset-library/asset/254
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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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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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Updated, as YAML is ruled out.
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Abilities are supported now.
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Related Issues (20)
- draw_arc is not declared in the current class HOT 6
- Wrong assignment during recruit
- Pressing the attack button when the unit is moving stops the unit HOT 5
- Campaign language HOT 2
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- Map is redrawn three times per rendering loop HOT 2
- Units become unselectable after stopping a move unexpectedly in the same hex as another unit HOT 2
- Of Strengths and Weaknesses HOT 6
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- It is possible to stop on another unit HOT 1
- Traits HOT 3
- Income & Upkeep HOT 4
- Healing HOT 2
- Add Godot/GDScript/C# learning resources to CONTRIBUTING.md HOT 2
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