(06-11-2012, 09:16 PM)Alblaka Wrote: Ow, I'm totally going to write AI scripts for all my chars :3
Btw, how about
- RNG
- self_weaponid
- detecting T0 objects on same x/y coordinate (sticking ik8's)?
(06-11-2012, 10:14 PM)YinYin Wrote: @Alblaka: the self_weaponid i understand, the other two i don't - maybe elaborate those in the actual hex project thread from silva
also looking forward to more AI
RNG = Random Number Generator = Something to generate randomness.
The third point would permit some of my chars to react accordingly if they're using upgrade moves or similar. It would be great if there would be a function/call to access a
-
T0 object (Actually, scrap the T0, it should better grab all objects)
-which is currently on the exact same x & z coordinates as self <<< Effectively an object sticking to the character via ik8
Sort of "enchant_*".
This would permit some of my characters to deal with the fact they can use special abilitys granting "charges" and similar stuff.
Would love to have the tags
-enchant_id
-enchant_frame
-enchant_hp
(and probably -echant_weaponid , something none of my characters currently uses, but could be used for even more advanced DCing in future)
(06-10-2012, 03:11 PM)Lord Silva Wrote: It's not object based, it's ID based. This stuff is buried inside the onHit() (made up name) function. So every time any object gets hit at all, it checks what ID it is and stuff. I'm 99% sure there is no armour thing per object thingy.
https://docs.google.com/spreadsheet/ccc?...IWVE#gid=0
See the spreadsheet.
Random guess, B4? "Shaking" pretty much describes the effect of armored people getting hit without taking damage. Unless it's an entirely different thing.
As well I remember to have read about "bdefend" being used for determining an armors remaining strength as well, not sure whether that's correct though.
I think you probably still didn't understand what exactly I want. I'm aware armor is coded via ID. But if you hit Julian twice, wait half a second and hit him two more times, the fourth hit punches through the armor, indicating there must be any sort of counter to determine when the "armor" of an object is temporally depleted.
Or probably I'm just constantly missunderstanding you and you're trying to tell me even that is stored ID wise? (though that should cause retarded buigs if fighting multiple opponents of the same ID, f.e. a group of knights)