Previously un-typed damage applied by engine is now defined with attack types:
Note that ATK_LAND is included in “Defense Allâ€, whereas the other types are not. You can still set Defense for each of the others individually if you like, and yes that means you could make a character immune to its own lifespan, the level timer and even pits! Obviously this could cause some very weird behavior though, so make sure you know what you're doing.
A few uses would be:
A quick technical note for anyone thinking of scripting some of the latter: When the engine attempts to kill an entity due to pits, timer or lifespan the default damage applied = current health.
One last thing. It has been a while since I've been under the hood so to speak, so any bug reports would be appreciated. Enjoy!
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- ATK_LIFESPAN: Damage used to kill entity at end lifespan.
- ATK_PIT: Damage used to kill entity that falls below PIT_DEPTH (iow, falls into a pit).
- ATK_TIMEOVER: Damage used to kill entity when level timer reaches 0.
- ATK_LAND: Damage received from default THROW animation, Damage on Landing attack parameter, and scripted Damage on Landing property.
Note that ATK_LAND is included in “Defense Allâ€, whereas the other types are not. You can still set Defense for each of the others individually if you like, and yes that means you could make a character immune to its own lifespan, the level timer and even pits! Obviously this could cause some very weird behavior though, so make sure you know what you're doing.
A few uses would be:
- Regulating damage given by or taken from certain throws and slams. As Damage on Landing was previously untyped, it would simply bypass Offense and Defense settings.
- Detecting death by pits, the timer or lifespan. It was doable before, but will be a bit simpler now.
- Other specialized effects, like perhaps an enemy that climbs up out of a pit if thrown in.
A quick technical note for anyone thinking of scripting some of the latter: When the engine attempts to kill an entity due to pits, timer or lifespan the default damage applied = current health.
One last thing. It has been a while since I've been under the hood so to speak, so any bug reports would be appreciated. Enjoy!
Download
DC