Extending the status effect script

Discussion in 'Mechanics' started by Claith, Oct 16, 2014.

  1. Claith

    Claith Big Damn Hero

    I'm sure there are a lot of functions some others want, but I only have a few that I would like / need for my project right now.

    What I'm trying to do, I realized crosses borders with the new status effect scripting system and into the tech scripting system. I would like to see them merged, but that isn't the explicit purpose of this thread.

    1. I'm trying to figure out a way to create some interesting effects on the player using the Status Effect Scripting. Two of the effects I'd like done require reading key input, but I can't see a way to do it. If there is a way, please tell me I'm wrong. Otherwise, I'll just have to make them that much less interesting.

    2. I don't need it any more, but the lack of it bothers me. I'd like to petition for a status.modifyStat( "statName", modifier ) function, or addStatGroup( ... ). I can't figure out why this function from the status controller wasn't linked to a LUA callback.

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    By the way, the documentation has gotten better, or I just found it. Either way, thanks.
     
    Last edited: Oct 17, 2014
  2. Claith

    Claith Big Damn Hero

    3. Setup the jumping system to require holding the button down to get the full jump, as compared to just tapping it and going the full distance. The lack of accuracy is annoying to more than just me, I'm sure.
     
  3. Jerln

    Jerln Oxygen Tank

    But that's already how it works. If you do a little tap, you jump a shorter distance than if you held down the Space bar.
     
    Claith likes this.
  4. Claith

    Claith Big Damn Hero

    Is that so? I tried it before I posted that, but it did not work like that. It could be an artifact of a jump boost effect on the character, then it would be a bug. Just restarted working on my mod, so sorry for the late response. Been busy.


    4. I want to be able to apply temporary status effects to equipped items. For example (not that I will do this anywhere in the near future), the ability to give a short term damage buff to a sword after sharpening it, or the opposite of wearing down a weapon from usage and not repairing it. I suppose technically, I want to be able to alter the parameters of the equipped weapon dynamically through the LUA script system.
     
  5. Claith

    Claith Big Damn Hero

    I followed up on checking it, and aside from having to change what I did or was doing, the way the jumping works is that the variance in jump height based on holding the button down only seems to work for the "normal" jump range. When I apply an effect through the use of the mcontroller.controlModifiers( { jumpModifier = modifier } ), it adds to the minimum jump height instead of the overall height, so I didn't realize the difference at high values (where I was testing), because all I could see was sky. That being what it seems to be, I don't know how changing this beyond tiny values will effect gameplay. I don't think it would be good, though. I need to rethink what I'm doing and I think the effect I want to change to isn't possible in the short term, so it will be underwhelming.
     
  6. what sort of "key input" do you need?
     
  7. Claith

    Claith Big Damn Hero

    Specifically what I want right now is something to know when the player jumps, crouches, attacks, alt-attacks, etc.. What I mean, is that I want to be able to run scripts at those moments through the status effect scripting system (until another system gets made which can compensate for the functionality).

    There are other things that I want to do with the interface, but I don't know if there is an issue with that yet. I don't think the interface system where they made the pong game is implemented yet, but I haven't followed the news for a couple of weeks there.

    I think by the weekend, I'll have the first version of the mod released. Nothing too great, but I'm proud at what I've done with what I could. Also, I don't think there are any other mods like it right now.
     
  8. Interface API is definately implemented... though it only runs when you use objects... wouldnt help you in scripting. You also might want to take a look at the movement controller library. might have the things you want in there.
     
    Claith likes this.
  9. Claith

    Claith Big Damn Hero

    These are some of the issues why I asked for #4 on the list. If I can give temporary status effects on hit or on swing of a weapon, I can do much of what I want to do. I can double the amount that my mod does, making it much better. Sorry I edited my previous post after posting, if I wasn't clear on my intent initially.

    The movement controller just has things like position and velocity and things like that, static values. I can tell when a player jumps, but if I wanted to make a double jump for example, I can't tell if the player is pressing the jump button again. There is a "multiJump" option in the movementParameters jump profile, but that doesn't seem to do anything right now. Not giving any errors and no examples to work with, so I can only think I did it correctly. Then again, it doesn't give a way to limit how many multiJumps are done, if it worked at all.
     

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