Attacks
The game provides some simple high level API for creating attacks. You’re also free to create your attacks.
Instant attacks
Attacks that instantly apply damage. You can find some useful functions inside Data/Scripts/Attacks.as
:
fire_ray
- A “hitscan” raycast that damagesDamageable
s.fire_bullet
- Builds on top offire_ray
and adds some effects like impact puff & sparks, bullet hole, and blood splats.damage_sight_sphere_linear
- Damage Damageables inside the sphere which have line of sight to the center of it, by an amount linearly relative to their distance from the sphere’s center, and creates some effects.
Projectile attacks
The game provides a projectile design in which the projectile class triggers a callbacks. This decoupling allows the users of the class to do different things upon triggering without having to create new projectile class for each case.
New projectiles should derive from the base class Projectile
which is defined in Data/Scripts/Projectile.as
.
Projecile classes should only define when the projectile is triggered, not what happens when it’s triggered.
Projectiles are “triggered” by calling the function Projectile::trigger
, which will call the callback.
After creating a projectile you should set Projectile::callback
, which is a PROJECTILE_CALLBACK
funcdef (defined in Projectile.as
), to point to a function.
The game provides some common functions you can use inside a callback in Data/Scripts/ProjectileCallback.as
, such as damage
and explode
.
The game also provide functions for easily creating projectiles such as fire_projectile
in Data/Scripts/Attacks.as
.
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