-
Notifications
You must be signed in to change notification settings - Fork 48
Abilities #20
Comments
Will this allow more than just an ID? Or would I need to also define separate abilities for healing 8, 12, 16, etc? |
What about custom abilities? With custom attributes? |
@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:
this would require some "effect" class / structure, but I don't see why that would not be possible. |
About yaml, here's a Godot asset to parse and read them: https://godotengine.org/asset-library/asset/254 |
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 |
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. |
Updated, as YAML is ruled out. |
Abilities are supported now. |
Discussion and implementation of abilities like healing, curing, regenerating and such for units.
I would approach it similar to the current implementation of attacks.
We have a base Ability Scene (plain Node with Script). For a new Ability, you add a new Node to the Abilities Node in UnitType and attach a script that holds the logic of the wished ability.
New abilities would be script only, extending from a base Ability.gd script to ensure basic functionalities/structure.
The text was updated successfully, but these errors were encountered: