[DiscordArchive] i mean there are only effects that are applied to the caster itself, why dont we just make them posi
[DiscordArchive] i mean there are only effects that are applied to the caster itself, why dont we just make them posi
Archived author: Tea • Posted: 2023-01-16T23:23:14.262000+00:00
Original source
new base class called ScriptedAI, in v2 namespace
Archived author: Seyden • Posted: 2023-01-16T23:23:23.445000+00:00
Original source
ah i see
Archived author: Seyden • Posted: 2023-01-16T23:23:39.170000+00:00
Original source
but what do you mean when you say spell jumpy thingy
Archived author: Tea • Posted: 2023-01-16T23:24:01.396000+00:00
Original source
and yes, it will be as simple as ```
co_await target.MoveJump();
co_await target.CastSpell();
```
Archived author: Seyden • Posted: 2023-01-16T23:24:30.169000+00:00
Original source
<:kek:868839618898960414> also with spells?
Archived author: Seyden • Posted: 2023-01-16T23:24:42.666000+00:00
Original source
or only ScriptedAI
Archived author: Seyden • Posted: 2023-01-16T23:24:47.779000+00:00
Original source
well i guess only npcs
Archived author: Tea • Posted: 2023-01-16T23:24:52.381000+00:00
Original source
also with spells
Archived author: Seyden • Posted: 2023-01-16T23:25:14.611000+00:00
Original source
how do you plan the architecture for spells with this?
Archived author: Seyden • Posted: 2023-01-16T23:25:26.081000+00:00
Original source
i mean you have multiple hooks, OnLaunch, on bla bla bla