Timeline for Handling status/effects on a turn based RPG game
Current License: CC BY-SA 4.0
4 events
| when toggle format | what | by | license | comment | |
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| Sep 12 at 8:19 | comment | added | Applekini | @Mark fair enough, but it was just supposed to be a tiny example :) To solve this one could specify a damage type, e.g. DealDamage(target, 10, DAMAGE_TYPE_THORNS) and then check if self:HasFlag(FLAG_THORNS) and info.damage_type ~= DAMAGE_TYPE_THORNS. A more generic solution could be to specify damage flags, e.g. DealDamage(target, 10, DAMAGE_FLAG_DAMAGE_OVER_TIME | DAMAGE_FLAG_NO_REFLECT) to specify that it's a DoT and the damage should not be reflected. | |
| Sep 12 at 2:30 | comment | added | Mark | Your implementation of "reflect" has a potential infinite loop: what if the attacker also has FLAG_THORNS set? | |
| Sep 10 at 17:48 | history | edited | Applekini | CC BY-SA 4.0 | Added a more advanced method of doing status effects |
| Sep 6 at 9:55 | history | answered | Applekini | CC BY-SA 4.0 |