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combatsystem's Introduction

CombatSystem

This module introduces combat system to create your own new weapons by using its framework or to use the weapons and traps already included in this module.

You may also checkout its wiki if you interested in understanding the structure of the code.

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combatsystem's Issues

Document and extend Effect Types

Once the extraction of effects into this module is complete, we can order, document and extend what we have.

Effects can be classified by different dimensions, including but not limited to their amount of damage (including no damage at all), the impairment they cause (e.g. slow-down, stun, enlargement, blurred vision, blocking abilities etc.), their target behaviour (e.g. single-target, multi-target, area of effect, chaining) or their time-wise development (e.g. instant, permanent, temporary, delayed).

Depends on Terasology/Towers#4

Turn off NPC spawning in modules that only depend on CombatSystem

The NPCSpawnSystem runs in all modules that depend on this module, resulting in one skeleton being spawned somewhere on the map, which is not required. Here is an example from MetalRenegades:

skeleton_3

Create a better system where NPCs are only spawned on request by other modules

The quiver slot visible when a bow is selected is linked between clients?

Doing some unrelated physics testing, encountered the following scenario:

  • Client/Host player: Started the game, bow is initially selected item, quiver slot visible
  • Client only player: Joined the game, had no quiver slot visible despite also having bow selected
  • Either player: Selecting or deselecting the bow made the quiver icon visible/invisible in both places

Clearly some networking config isn't set quite right :-)

Arrows get stuck weirdly far from characters

When an arrow hits a player, it gets stuck in them and moves around with them, but it's suspended quite far from their body, rather than actually looking like it's embedded in them. This is probably a result of the collider intended for item pickup being used to detect arrow collisions. It is the trigger attached to the player entity, I think the only trigger, and the actual main collider for the character's shape is the CharacterCollider instead.

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