Ajout des derniers développement #1
8 changed files with 56 additions and 20 deletions
|
@ -8,10 +8,8 @@ return {
|
|||
cost = 00, -- the pp cost of the attack. Will be ignored if it's set
|
||||
-- as character default attack
|
||||
|
||||
target = nil, -- which area can be selected as a target with the cursor.
|
||||
-- if not nil : {ox, oy, shape, size, affectedByDirection}
|
||||
|
||||
targetNumber = 1, -- how many ennemy you can target with the attack.
|
||||
needTarget = true,
|
||||
targetNumber = 1, -- 0 for targeting all ennemies
|
||||
|
||||
effectArea = {1, 0, "point", 1, true}, -- which area is affected by the attack
|
||||
-- if not nil : {ox, oy, shape, size, affectedByDirection}
|
||||
|
|
|
@ -1,8 +1,8 @@
|
|||
return {
|
||||
name = "spinattack",
|
||||
cost = 05,
|
||||
target = nil, -- No targeting capacity
|
||||
effectArea = {0, 0, "line", 5, true}, -- which area is affected by the attack
|
||||
targetNumber = 1, -- 0 for targeting all ennemies
|
||||
targetEnnemies = true,
|
||||
choregraphy = {
|
||||
{"setAnimation", "none", "spindash", false},
|
||||
{'playSFX', "none", 'spincharge'},
|
||||
|
|
|
@ -4,17 +4,11 @@
|
|||
-- Also serve as a tutoriel for how to create a file attack and choregraphy
|
||||
|
||||
return {
|
||||
name = "spinjump", -- unused for this attack, but still usefull sometimes
|
||||
cost = 03, -- the pp cost of the attack. Will be ignored if it's set
|
||||
-- as character default attack
|
||||
name = "spinjump",
|
||||
cost = 03,
|
||||
|
||||
target = {2, -1, "square", 3, true}, -- which area can be selected as a target with the cursor.
|
||||
-- if not nil : {ox, oy, shape, size, affectedByDirection}
|
||||
|
||||
targetNumber = 1, -- how many ennemy you can target with the attack.
|
||||
|
||||
effectArea = {1, 0, "point", 1, true}, -- which area is affected by the attack
|
||||
-- if not nil : {ox, oy, shape, size, affectedByDirection}
|
||||
targetNumber = 1, -- 0 for targeting all ennemies
|
||||
targetEnnemies = true,
|
||||
|
||||
choregraphy = { -- the main attack choregraphy
|
||||
{"setAnimation", "none", "spinjump", false},
|
||||
|
|
|
@ -64,6 +64,16 @@ function HeroFighter:doBasicAction(action)
|
|||
self:verifyTargets()
|
||||
end
|
||||
|
||||
function HeroFighter:useItem(item)
|
||||
self.action = actionList["item"](self, item)
|
||||
self:verifyTargets()
|
||||
end
|
||||
|
||||
function HeroFighter:useSkill(skill)
|
||||
self.action = actionList["skill"](self, skill)
|
||||
self:verifyTargets()
|
||||
end
|
||||
|
||||
function HeroFighter:verifyTargets()
|
||||
local needTarget, targetEnnemies = self.action:needTarget()
|
||||
|
||||
|
|
|
@ -1,8 +1,8 @@
|
|||
local actions = {}
|
||||
|
||||
actions.attack = require "scenes.battlesystem.controllers.fighters.systems.actions.attack"
|
||||
--actions.skill = require "scenes.battlesystem.controllers.fighters.systems.actions.skill"
|
||||
--actions.item = require "scenes.battlesystem.controllers.fighters.systems.actions.item"
|
||||
actions.skill = require "scenes.battlesystem.controllers.fighters.systems.actions.skill"
|
||||
actions.item = require "scenes.battlesystem.controllers.fighters.systems.actions.item"
|
||||
actions.defend = require "scenes.battlesystem.controllers.fighters.systems.actions.defend"
|
||||
actions.flee = require "scenes.battlesystem.controllers.fighters.systems.actions.flee"
|
||||
|
||||
|
|
|
@ -0,0 +1,17 @@
|
|||
local ActionParent = require "scenes.battlesystem.controllers.fighters.systems.actions.parent"
|
||||
local ItemAction = ActionParent:extend()
|
||||
|
||||
function ItemAction:new(fighter, item)
|
||||
ItemAction.super.new(self, fighter)
|
||||
end
|
||||
|
||||
function ItemAction:needTarget()
|
||||
return false, false
|
||||
end
|
||||
|
||||
function ItemAction:startAction()
|
||||
core.debug:print("cbs/action", "Starting flee action")
|
||||
self:finishAction()
|
||||
end
|
||||
|
||||
return ItemAction
|
|
@ -0,0 +1,18 @@
|
|||
local ActionParent = require "scenes.battlesystem.controllers.fighters.systems.actions.parent"
|
||||
local SkillAction = ActionParent:extend()
|
||||
|
||||
function SkillAction:new(fighter, skill)
|
||||
self.data = game.skills:getSkillData(skill)
|
||||
SkillAction.super.new(self, fighter)
|
||||
end
|
||||
|
||||
function SkillAction:needTarget()
|
||||
return (self.data.targetNumber == 1), self.data.targetEnnemies
|
||||
end
|
||||
|
||||
function SkillAction:startAction()
|
||||
core.debug:print("cbs/action", "Starting flee action")
|
||||
self:finishAction()
|
||||
end
|
||||
|
||||
return SkillAction
|
|
@ -276,8 +276,7 @@ function SkillWidget:sendCharacterData()
|
|||
|
||||
if self.skilldata ~= nil then
|
||||
self.assets.sfx["mSelect"]:play()
|
||||
self.character:doNothing()
|
||||
--self.character:useSkill(self.skillname, self.character.x, self.character.y)
|
||||
self.character:useSkill(self.skillname)
|
||||
else
|
||||
core.debug:warning("cbs/menu", "skill " .. self.skillname .. " doesn't exist")
|
||||
self.character:doNothing()
|
||||
|
|
Loading…
Reference in a new issue