Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Combat #1

Open
Kawa-oneechan opened this issue Nov 24, 2018 · 0 comments
Open

Combat #1

Kawa-oneechan opened this issue Nov 24, 2018 · 0 comments

Comments

@Kawa-oneechan
Copy link
Owner

(Re-summarizing the Bitbucket issue...)

For melee attacks, if the aggressor bumps a valid target, we're golden. Calculate the attack. No need to counter, because the target will get a chance to retaliate in its own turn.

For ranged attacks, triggered by a dedicated key, use the cursor. Just like chatting, looking, and picking up items that aren't on your square. No LOS, no attack.

Bonus: you can't confuse an attack for an attempt to engage in shenanigans because that already has its own dedicated key.

(snip)

It's been a while, thought I'd post an update. We've got basically everything in the OP, plus the ability to fire long-range weapons in cardinal directions via shift-arrow keys. That's the easy bit. Besides that we got this thing where different types of attack react differently to various kinds of bodily material, determined via Lua script. For example, a punch has not much effect on a target made of metal or rubber, but stabbing someone with regular skin or fur has more effect. Using a given weapon exercises the relevant skill, so you get increasingly closer to the weapon's base damage. Armor bonuses are a work in progress.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

1 participant