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Author Topic: Throwing some ideas out there  (Read 338 times)
Glider⠠⠵
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« on: June 29, 2011, 07:06:18 PM »

1. Skill Trees

Basically 2 new parameters for the create skill method. First you supply a skill id of your race, the other would be some constant like MUST_HAVE or CANT_BE_HIGHER. Using this you could code some skills that depend on each other. For example you could have a skill that transform your character into a special form and another skill wich boosts this form. Now increasing the level of your transformation skill might depend on you leveling your booster skill first.

2. New Parameter MIN_LEVEL for creating skills

I have certain races where I want the ultimate to be accessable from level 1 onwards, mostly because I don't want my players having to bind more than +ultimate. So they know that a skill can be triggered with ultimate I currently have to fake it by adding (Ultimate) in the skill description, since I can't simply say that this ultimate should be available from level 1.

3. generic skills

Basically a new engine that provides some very generic skills. Something along the lines of DMG_BUFF(percentage), SHIELD_BUFF(percentage), STEAL_HEALTH(percentage) etc. You would add these skills to a race like this:

War3_AddGenericRaceSkill(thisRaceID, "Lifesteal", "Steals life, obviously", STEAL_HEALTH, {1.0, 2.0, 3.0, 4.0}, false)

The array would say how many levels this skill has (in this case 4) aswell as how the lvling should progress (1%, 2%, 3%, 4%). Of course you couldn't make more complex stuff with this (only leech health on grenades etc) but if all you want is to put some extremly generic skills on a race (invisibility, faster movement, dmg buff, dmg resistance, lifesteal, gravity, bash...) then you'd have a easy interface for this and coders would be pretty safe from interface changes that would require them to update old code and recompile. This might also lure some people who are less familiar with sourcepawn into our community and encourage them to try it. Also we could extend this as time goes on to provide some more and more "less generic" skills people request for easy reuse.
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Ownz
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« Reply #1 on: June 29, 2011, 08:22:36 PM »

we are hitting limitations of sourcepawn, adding more options is very complex

1
i see what you mean, there is different ways of implementing this, possibly exposed event and blocking by addon

2 possible in the future, or grab the svn and start working on it yourself, you probably already know enough

3 doesnt this just create copy cat skills? this is what WCS is for LOOOL
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DarkEnergy
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« Reply #2 on: June 30, 2011, 12:22:16 AM »

1
i see what you mean, there is different ways of implementing this, possibly exposed event and blocking by addon

I would just like having a unified way of doing this across the board, but maybe that might work.

2 possible in the future, or grab the svn and start working on it yourself, you probably already know enough

Probably, but working on multiple projects at the same time is no good Tongue. Was just throwing this out here to get some feedback.

3 doesnt this just create copy cat skills? this is what WCS is for LOOOL

Is that a bad thing? May I just remind you of the issue with hp increase/decrease? If there was a CreateGenericItem with INCREASE_HP for the periapt and a generic DECREASE_HP for skills this might have been something could have gracefully solved on our side. Also these default skills are just things I see slapped onto races pretty often, so wouldn't it make sense to provide stocks for coders to be more efficient? I'm kind of annoyed each time I have to copy the code for increasing/decreasing movement speed at the right time out of another race Tongue.
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Glider⠠⠵
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« Reply #3 on: June 30, 2011, 10:47:02 AM »

Also another thing wich I forgot when I wrote this stuff at 4 am:

Race dependencys:
Make races available as you level other races. Basically when lvling a race you can pass a shortname as new parameter along with a integer and the game unlocks the race as soon as you hit the passed integer on the dependency race. I think I had this on cs 1.6 where you'd level your orc to 12 and then you unlocked orc master or something like that. I have a few race ideas that could profit from this.
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Ownz
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« Reply #4 on: June 30, 2011, 10:49:37 AM »

$$profit
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DarkEnergy
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