| Commit message (Collapse) | Author | Age | Files | Lines |
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The ai is similar to the old c++ version. Only the target searching is
executed every 10 ticks only now to prevent performance issues with too
many lua calls.
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Only required clientside.
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Each ability can now define a cooldown that prevents the player from
using other abilities for a while. The time of this cooldown can be set
to any attribute. The modified value of the attribute is the value of
the cooldown in game ticks. The cooldown will be automatically started
if the ability has `autoconsume` set to true. Otherwise a script has to
call entity:cooldown_ability(ability).
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Should allow easier modification without thinking of useful examples for
each one
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This allows a lot more flexibility and makes stuff like magical items a
lot easier to implement. We will also use this for the attack system in
the future. So a attack (abilitiy) would simply depend on some value
like Agility (or a derived attribute from it). Which sets the recharge
speed.
The recharge speed is the modified value of the attribute per game tick.
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On the one hand setSetName and setName could sound misleading in the qt
client patch i plan. On the otherhand i never really liked the name
"set". I think category is more general and obvious.
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