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* Added a first very basic monster ai versionErik Schilling2013-05-121-0/+11
| | | | | | 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.
* [Abilities] Added a useaction to the gamedataErik Schilling2013-05-081-0/+1
| | | | Only required clientside.
* [Abilities] Added support for a global cooldownErik Schilling2013-05-081-0/+1
| | | | | | | | | 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).
* [Abilities] Removed all except one abilityErik Schilling2013-05-081-16/+0
| | | | | Should allow easier modification without thinking of useful examples for each one
* [Abilities] Made the rechargespeed depending on attributesErik Schilling2013-05-081-3/+3
| | | | | | | | | | 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.
* [Abilities] Turned special 1 into a point target for easier testingErik Schilling2013-05-081-0/+1
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* [Abilities] Renamed set to categoryErik Schilling2013-05-081-2/+2
| | | | | | 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.
* [Abilities] Renamed specials to abilitiesErik Schilling2013-05-081-0/+28