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AP-Backup

Image orientation

  • All images, if having direction, are toward right by default. If you want to add your image, please ensure that it's toward right.

Type enum of user-defined QGraphicsItem

(i indicates Type = UserType + i)

  • [1, 99]: Area and its derived class
  • [101, 199]: Monster's derived class
  • [201, 299]: Character's derived class
  • [1001, ]: Particles(kinds of visual effects)

Add Custom buff

If you want to add your custom buff, please follow steps below

  • First, add it to enum class Buff.
  • If it is a buff that can be set on a character by hand (i.e., your would see an option button at upper right corner):
    • Add it to the list in BuffUtil::characterBuffs();
    • Give it an icon in BuffUtil::buffToIcon() (remember to add icon path to img_rsc.qrc and path string to BuffUtil)
  • If it is a de-buff, add it to BuffUtil::isDeBuff().
  • Add its effect where you want.
    • e.g. If effect is decrease damage, add your code to Entity::getDamage(), or anywhere else you like.
  • If it works through attack action, I recommend you to make it by ActionAttack system:
    • e.g. Buff::CAUSE_CORROSION add Buff::CORROSION to target; it adds Buff::CORROSION to ActionAttack in Entity::attack() first, and target will get it in Entity::attacked().
  • If it can lead to buff aura, you must give a string with color to display (refer to BuffUtil::buffToString and BuffUtil::buffToColor).

Things to pay attention to about buff

  • A character or monster can have 2 buffs at most (de-buff not included) (you can modify it in Entity::addBuff())
  • Once added through UI, character buff can last for 100 seconds (you can modify it in GameField.cpp)

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