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Scripts in combat

Open Evanosity opened this issue 4 years ago • 0 comments

  • CombatEvent is now abstract, and there are various methods/changes to support that. This will allow for us to have different event objects at different injection points. Currently, that does nothing, with one exception; onAttackHit can append damage and a status message to the in-progress attack.
  • Whenever a weapon hits an opponent, it will run all onAttackHit scripts associated with that item.
  • Whenever any item blocks, it will run all onDefendHit scripts associated with that item.
  • Whenever a character attacks(player swing or counterattack; dual hits only count as one trigger. this also deprecates onDefend entirely), all onAttack scripts associated with that character's buffs will trigger.

Evanosity avatar Jan 29 '21 05:01 Evanosity