Friday, December 15, 2023

Abilites Development Continues

I've been making great progress on getting abilities to work to the level of where I want them to be, and it starting to get nice and close. The main change I've made was a bit of an oversight earlier and a slight change in how I want things to work. I had been thinking that abilities entirely sit on Effects (Damage-Over-Time, or Debuffs) but have sort of changed my thoughts on that. I also want some abilities to be tied to the attack made by the player, so, if a fighter has an ability like "Sweep Attack" which might hit targets to the left and right of their main foe, it would apply a ratio of the attack damage of their weapon instead of a static arbitrary value. Make that attack with a bendy stick, and it's not going to do a lot, but if you make it with a mighty weapon, it's going to do a lot more. And those changes needed some changes in the code to allow those things to happen.

So, the good news is that I've made the main changes and gotten it to the point where it at least sorta-kinda works. There are some bugs that I need to track down, like sometimes the creatures don't collapse, and although they're taken out, they stand in "idle" mode - but nothing too serious. While I'm chasing that down, I'll also finish up the code that will potentially transform the original attack into something else by the ability - so that'll let abilities target action points, or mana - or even more exotic things like interactions with threat for example.

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Character Inventory Updates

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