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[Alpha Release] Ability Management Framework

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X3N0-Life-Form:
*Meanwhile, two years later*

Yeah, I kinda got sidetracked...
In any case, I'm back to working on this apparently, which theoretically should go a bit more smoothly now that I solved the Lua-OOP stuff.

So what's new since 2017 ? Nothing really, I switched my dev environment to Knossos, and I rewrote bit of my table parser so that it doesn't destroy my brain every time I try to use it. Next step is converting all my table tables to table objects, then essentially do the same thing with all my ability stuff, then either expanding the buff system, or add proper vfx/sfx support, whichever feels more fun.


Current TODO list :
- switch all table horrors to TableObjects
- switch mod to Knossos
- refactor Buffs & Abilities into Objects
- add SEXP support
- reorganize scripting library
- rewrite parsing script
- implement buff system
- test buff system
--> write armor/AI buff, DoT & HoT abilities
- streamline ability library functions & remove redundancies
- extract constants into table parameters
- add proper AOE support
- clean up modpack
- add some generic sfx/vfx support
- expand targeting options
--> don't be limited to ships
--> don't be limited to ship types
--> think about more complex target selection algorithms

Priority levels: high, medium, low, very low, done, cute

X3N0-Life-Form:
switch all table horrors to TableObject - done

I am officially back to where I was at 2 years ago, only things are less vomit-inducing under the hood. I'd still like to refactor the buffs & abilities the same way I did the parser, but that should be much easier. Right now, I'm more excited about getting some sound and/or visual effect support in.

Current TODO list :
- switch all table horrors to TableObjects
- switch mod to Knossos
- refactor Buffs & Abilities into Objects
- add SEXP support
- reorganize scripting library
- rewrite parsing script
- implement buff system
- test buff system
--> write armor/AI buff, DoT & HoT abilities
- streamline ability library functions & remove redundancies
- extract constants into table parameters
- add proper AOE support
- clean up modpack
- add some generic sfx/vfx support
- expand targeting options
--> don't be limited to ships
--> don't be limited to ship types
--> think about more complex target selection algorithms
- Make support ships resupply ammo reserves

Priority levels: high, medium, low, very low, done, cute

X3N0-Life-Form:
Well then, I've had quite a bit of fun since the last time I posted here. I've had time to test the buff system quite extensively and started to go a bit nuts with it, giving me the opportunity to find & fix a few bugs here & there. I finished writing in a basic sound & visual effects system, allowing the modder to specify whether a 3d sound or animation should play when an ability is cast, or when a buff is applied, ticks and expires.

Now I'd really like to SEXP-fy my FRED scripting calls, as it would make things sooo much cleaner in there, as well as finishing my Object refactoring.
I'd also love to have buff-placing weapons, though I'm still not 100% sure how I'm going to go about it.
Plus, there's some new abilities that I'd fancy implementing :P

(Also, I'm thinking this thread would be more at home in the Scripting Workshop rather than in releases)

Current TODO list :
- refactor Buffs & Abilities into Objects
- add SEXP support
- test buff system
--> write armor/AI buff, DoT & HoT abilities
- extract constants into table parameters
- add proper AOE support
- add some generic sfx/vfx support
- expand targeting options
--> don't be limited to ships
--> don't be limited to ship types
--> think about more complex target selection algorithms
- make support ships resupply ammo reserves
- *new* add custom key support
- *new* improve player ability display
--> ease up on the debug log prints when necessary
- *new* implement new abilities
--> *new* Kage Bunshin no Jutsu
     * need to poof the clones before expiration (eg. make buff expire on death)
--> *new* Tracer-style Recall
     * needs to look & sound more impressive
     * need to test how it scales up to more ships
     * need to restore primary & secondary ammo
--> Tracer-style Blink
--> Bloodlust
--> Destructor Ray
--> Oh look at it go!
--> Time stop
--> In-mission jump
--> Warp-in respawn
--> Dispell
--> Metamorphosis
--> For Khaz Modan!
--> Diva's Defense Matrix
- *new* add buff placing weapons
- *new* address buff stacking
- *new* add *.tbm support to the table parser
- switch all table horrors to TableObjects
- switch mod to Knossos
- clean up modpack
- rewrite parsing script
- implement buff system

Priority levels: high, medium, low, very low, done, cute

Darius:
As with all script releases, I would be very glad for sexp support, it provides an accessible way to quickly work out how a script works which in turn increases confidence for someone not script-savvy (like me) to add in custom parameters later  :yes:

X3N0-Life-Form:
I've added SEXP support for the most important functionalities of the ability framework and ship variant system, though I haven't had time to verify that everything works as intended yet.

Now I'd like to finish up my object oriented refactoring to bring the buff system in line with everything else. I think it's also time I take a look at bringing in area (volume?) of effect and buff-placing attacks, then dive back into spell-making a bit for a little while to have fun with that.


Also, could this be moved back into the scripting workshop ? This is more of a development thread that happens to include an "alpha release" as proof of concept rather than a proper release.

Current TODO list :
- refactor Buffs into Objects
- add SEXP support
- extract constants into table parameters
- add proper AOE support
- expand targeting options
--> don't be limited to ships
--> don't be limited to ship types
--> think about more complex target selection algorithms
- make support ships resupply ammo reserves
- add custom key support
- improve player ability display
--> ease up on the debug log prints when necessary
- implement new abilities
--> Kage Bunshin no Jutsu
     * need to poof the clones when dying before expiration (eg. make buff expire on death)
--> Tracer-style Recall
     * needs to look & sound more impressive
     * need to test how it scales up to more ships
     * need to restore primary & secondary ammo
--> Tracer-style Blink
--> Bloodlust
--> Destructor Ray
--> Oh look at it go!
--> Time stop
--> In-mission jump
--> Warp-in respawn
--> Dispell
--> Metamorphosis
--> For Khaz Modan!
--> Diva's Defense Matrix
- add buff placing weapons
- address buff stacking
- add *.tbm support to the table parser
- switch all table horrors to TableObjects
- switch mod to Knossos
- clean up modpack
- rewrite parsing script
- implement buff system
- add some generic sfx/vfx support
- test buff system
--> write armor/AI buff, DoT & HoT abilities
- refactor Abilities into Objects

Priority levels: high, medium, low, very low, done, cute

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