Re: Modding infodump
Posted: Mon Apr 18, 2016 11:12 am
If you read the Sky section you'll see that it is perfectly possible. Every aspect of skies can be changed dynamically, and spawning/destroying skies dynamically works too.
Well! So I have to experiment to understand how to modify the parameters. Thanks!minmay wrote:If you read the Sky section you'll see that it is perfectly possible. Every aspect of skies can be changed dynamically, and spawning/destroying skies dynamically works too.
Wiki editing is something that I've never really picked up as a hobby, or had any patience to learn.minmay wrote:Added information about protection and evasion to the combat mechanics section. If I ever figure out player evasion (honestly, I would probably need someone else to tell me the formula) I'll move it to a wiki page.
I've also been working on documenting BrainComponent, but it's discouraging when literally nobody else has contributed to the wiki in 2016.
But how to detect if the underwater flag is set to true? I don't know any possibility to check for a maptiles nor for a certain flag ???Here is how to determine whether the party is underwater: if they are in a tile with the underwater flag (such as forest_underwater), and their world Y position is below -0.6, they are underwater. Otherwise, they are not.
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Now, the effect of evasion for players is a little different. It only affects melee MonsterAttackComponent attacks, champions always get hit by projectiles. An interesting special case: if the MonsterAttackComponent's accuracy is at least 100, or is false (not nil, not 0, but false) then the attack will always hit, ignoring evasion entirely.
This is where I'd like to post code for reproducing player evasion, but I can't actually figure out what the formula for player evasion is. There's something weird about the curve that I haven't figured out yet, in addition to luck.