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Currently when selecting targets in game, its hard to determine what player skills are doing because of AOE targeting noise.
We need to create a better player class that maps directly to memory, along with all skill definitions and other stats. This way, we know exactly WHAT skill is target WHAT enemy when doing battle commands.
Each command (attack or skill) has a way to get its current target that sticks around, but its quite deep and not required at most circumstances in battle; so it would be best left to track this only when a skill is attempting to target an enemy.
I've verified the case in which its an AOE ability, that targeting works as intended; however its unknown what character you are on, so i'm just taking the first characters in the items list for special move targeting, since characters have an enemy targeting mechanism as their first skill.
This is a bad, but best case scenario for now until a sizeable amount of work is done refactoring player memory.
Currently when selecting targets in game, its hard to determine what player skills are doing because of AOE targeting noise.
We need to create a better player class that maps directly to memory, along with all skill definitions and other stats. This way, we know exactly WHAT skill is target WHAT enemy when doing battle commands.
Each command (attack or skill) has a way to get its current target that sticks around, but its quite deep and not required at most circumstances in battle; so it would be best left to track this only when a skill is attempting to target an enemy.
I've verified the case in which its an AOE ability, that targeting works as intended; however its unknown what character you are on, so i'm just taking the first characters in the items list for special move targeting, since characters have an enemy targeting mechanism as their first skill.
This is a bad, but best case scenario for now until a sizeable amount of work is done refactoring player memory.
includes #93 but for this class
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