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Sancdar Posted:
Actually, I imagine you could write something like the foocubi (You would just need to use the ‘Attack’ hook in the monster script). What I meant was you can’t make up some new action, like “enjoy”, and map it to some key saying ‘okay now every time the player press control-r it’ll do the enjoy action. The reason is that things like checking for hooks and setting the parameters for actions are going to be hard-coded, and letting anyone make up arbitrary actions would end up interfering with the way scripts interact with each-other.
There’s nothing stopping you though from making a ‘enjoy’ technique though, or raping monster attack, so it really isn’t such an important limitation. Log in to see images!
edit – Ah, I see there was some confusion when I said “creature’s actions”. I worded it that way because I’m considering all living entities to be creatures, even the player. You could do exactly what you said and make a special ‘rapey’ attack for a monster, but the triggers that’ll set off will still be the standard Attack trigger. I guess it would be more accurate to say that you will be able to script anything except for your own custom triggers and hooks.
edit – That’s actually also why it be difficult to script your own base item clbumes – since it’ll be hard coded as to which actions can apply to which items. I could conceivably get around this with a series of flags such as ‘drinkable’ ‘portable’ ‘wearable’ etc. That’ll remain to be seen. BirdofPrey edited this message on 07/30/2008 4:40PM |
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Posted On: 07/30/2008 10:06AM | View BirdofPrey's Profile | # |