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Gun skills are almost done....
Now for the dreadful phase of the pull request
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The only real *difficult* part would be figuring out how devCAT calculates some of the values in their packets. For example, shootingrush had this one Effect packet that had all of this at the end:
004 [............0002] Short : 2 005 [........00000226] Int : 550 006 [0010F0000000858F] Long : 4767482418070927 007 [........00000053] Int : 83 008 [0010F0000000DF3C] Long : 4767482418093884
For a start there were 2 targets in the log, so the short 2 would be targets.Count. The repeating pairs of numbers had to be exclusive to each target since it contained their IDs, so i had to figure out what those ints were. Luckily I guessed that the int was just their distance from the attacker - with the targets ordered in Descending order based on distance in order to get the higher ints first in the effect. I mean if you look at the handler for shooting rush you'll see what I did so why am I rambling on here?
Otherwise the setup is pretty much the same as all other skills except for shootingrush, bulletstorm, and bulletslide in particular who use a new type of TargetOption... Of course there a little gimmicks to the skills like moving your character backward or forward but all that requires is some functions aura already has.
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You've done an amazing job. The project is fortunate to have you.
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Thanks, but I also wouldn't take all the credit Xenon and exec had already made some prototype handlers for a few of the skills, so they pointed me in the right direction there.
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