01-22-2019, 06:52 AM
Back at work coding the Lycan ABS... and making some fun headway with map-combat related states.
Oh, insofar as stats are concerned, I did create a new script that merely BLOCKS specified states from being added or removed without a specific script call from being used. It was designed thus so you can't accidentally cure someone of a state with 'RECOVER ALL' if the specified state is... um... incurable. Seriously, do you really think a state like VAMPIRISM can be cured by quaffing a simple elixer?
Well, back to Lycan and the states. As of now, I crafted two forms of speed-related states: Mash Haste and Mash Slowed. These affect how often the on-map combatants can attack compared to normal.
For example, if the player can typically press the attack button every 1/2 a second, the Mash Slowed state might prevent the player from attacking until 1 1/2 seconds pass. Likewise, the Mash Haste state might allow the player to attack every 1/4th of a second.
Likewise, a gung-ho Cowboy in a demo, when set to Mash Haste, just unloaded lead FREAKIN FAST!!!!
The other set of states I wish to add are for a form of delay system. However, the delay system that was request has not yet been added....
Here's the thing. Yes, there is a form of timer delay system in the Lycan ABS, but it is one that is meant to work with the attack animatics. If your character STRIKES its target the moment you press the button, you would have the currently set delay value to 0. But if you are playing a charset animatic of a hero swinging his sword and want to have the 'STRIKE' happen when the 3rd frame is shown, you would likely want a little delay and thus set the delay value to 2.
So yes, Lycan has a delay system, but only for the attack animations, not one for attack preparations, quick draws or the like..... yet.
But when that is in play, two more speed related states will be made available for that too.
This new attack delay feature might take some time........
Oh, insofar as stats are concerned, I did create a new script that merely BLOCKS specified states from being added or removed without a specific script call from being used. It was designed thus so you can't accidentally cure someone of a state with 'RECOVER ALL' if the specified state is... um... incurable. Seriously, do you really think a state like VAMPIRISM can be cured by quaffing a simple elixer?
Well, back to Lycan and the states. As of now, I crafted two forms of speed-related states: Mash Haste and Mash Slowed. These affect how often the on-map combatants can attack compared to normal.
For example, if the player can typically press the attack button every 1/2 a second, the Mash Slowed state might prevent the player from attacking until 1 1/2 seconds pass. Likewise, the Mash Haste state might allow the player to attack every 1/4th of a second.
Likewise, a gung-ho Cowboy in a demo, when set to Mash Haste, just unloaded lead FREAKIN FAST!!!!
The other set of states I wish to add are for a form of delay system. However, the delay system that was request has not yet been added....
Here's the thing. Yes, there is a form of timer delay system in the Lycan ABS, but it is one that is meant to work with the attack animatics. If your character STRIKES its target the moment you press the button, you would have the currently set delay value to 0. But if you are playing a charset animatic of a hero swinging his sword and want to have the 'STRIKE' happen when the 3rd frame is shown, you would likely want a little delay and thus set the delay value to 2.
So yes, Lycan has a delay system, but only for the attack animations, not one for attack preparations, quick draws or the like..... yet.
But when that is in play, two more speed related states will be made available for that too.
This new attack delay feature might take some time........