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I think it would be helpful if we could specify attribute tags for various hardcoded values in GMAS. I'm working on a proof of concept, but I'm curious if there's any technical or design blockers for this feature. I'm also super new to this project, so please let me know if there are better intended solutions for these use cases.
Here's some examples:
Effect Delay, Duration, Period
Example use cases:
Declare an effect that grants a player a running speed boost. Attribute allows duration to be made longer or shorter
Declare an effect that increases weapon ammunition by 1 (e.g. reload a shotgun). Attribute allows reload speed to be modified
Possible Issues:
adds a lot of fields in the effect data
if duration, delay, or period change, we may want to update the end time for the effect
Effect Modifier Value
Example use cases:
Declare an effect that recharges stamina over time. Create an attribute tag for stamina recharge speed and use that as the value for the recharge effect. Attribute allows modifying stamina recharge speed
Declare an effect that does fire damage to a player over time. Create an attribute tag representing the damage for the effect. Attribute allows modifying fire damage on player (e.g. fire resistance)
Possible Issues:
May be confusing to users, as there are two attribute tags that can be configured
Can run into issues with infinite recursion if there is a loop attributes referencing each other via modifiers
Cooldown Time
Example use cases:
Create an ability that allows the player to jump. When the player lands, the effect completes. When the effect completes, commit the cooldown. Attribute allows the cooldown duration between jumps to vary
Possible Issues:
If the cooldown time changes, we may want to update the end time for the cooldown
The text was updated successfully, but these errors were encountered:
For clarity, and further expension i would add an Enum for each category, allowing to choose between bounded to tag, or direct set.
Actually this pattern might be good for clamp, too. Right now, clamp is treated as disabled if either the min or max is 0, which means you can't set the min and max both to 0 at the same time.
I think it would be helpful if we could specify attribute tags for various hardcoded values in GMAS. I'm working on a proof of concept, but I'm curious if there's any technical or design blockers for this feature. I'm also super new to this project, so please let me know if there are better intended solutions for these use cases.
Here's some examples:
Effect Delay, Duration, Period
Example use cases:
Possible Issues:
Effect Modifier Value
Example use cases:
Possible Issues:
Cooldown Time
Example use cases:
Possible Issues:
The text was updated successfully, but these errors were encountered: