Mimicking status changes
Posted: Mon Jun 11, 2012 4:40 am
Okay lately I've been tinkering with monster code and I've been looking at some ways to mimic status effects from RPGS.
In particular:
Blindness- Monster is struck totally blind. I figure the easiest way to go about this is to set it at a painstate and send the monster into a custom look state with LookEx. I want the monster to turn blind, not spawn blind.
Fog- Monster looses players in cloud. Best I can figure is that the cloud gives the players a partial invisibility item every tic they are in the cloud, but I want the cloud to misdirect the monsters in it. I'm not exactly sure how to do that.
Slow/Haste- Monster is hit by an attack and slows/increases its walk/attack speed. I have no idea how to go about this. But it would greatly improve flexibility of my damage types.
Poisoned- pretty self explanatory. I want it to do damage over time to monsters. I'm aware that the current zdoom has poison damage to monsters (and damage type for poison) but I'm looking for a roundabout way for Zandronum.
In particular:
Blindness- Monster is struck totally blind. I figure the easiest way to go about this is to set it at a painstate and send the monster into a custom look state with LookEx. I want the monster to turn blind, not spawn blind.
Fog- Monster looses players in cloud. Best I can figure is that the cloud gives the players a partial invisibility item every tic they are in the cloud, but I want the cloud to misdirect the monsters in it. I'm not exactly sure how to do that.
Slow/Haste- Monster is hit by an attack and slows/increases its walk/attack speed. I have no idea how to go about this. But it would greatly improve flexibility of my damage types.
Poisoned- pretty self explanatory. I want it to do damage over time to monsters. I'm aware that the current zdoom has poison damage to monsters (and damage type for poison) but I'm looking for a roundabout way for Zandronum.