by CO2 » Wed Jul 30, 2008 4:12 pm
Why not the raise states being based off of what damage dealt the final blow. For instance, why not have Raise.Disintegrate be for when they are revived. IMO this is MUCH more flexible and for a simple reason: You could provide a raise state label in A_VileChase (defaulting to "Raise" if not defined), much like how A_Chase has parameters for what states to use for melee and ranged attacks, and then, for example, if said monster died of ice, you could provide a Foo.Freeze state in the raised monster, where Foo would be the parameter for 'state' in A_VileChase. If Foo.Freeze was not provided, it would just use Foo. If Foo is not provided, said monster cannot be revived by said 'raise' type. This could be used to create things such as vile bossfights, where there would be viles and a big bad vile boss that can revive normal viles, but the normal viles cannot revive eachother.
Augh that statement took some time to write and polish <_<
Why not the raise states being based off of what damage dealt the final blow. For instance, why not have Raise.Disintegrate be for when they are revived. IMO this is MUCH more flexible and for a simple reason: You could provide a raise state label in A_VileChase (defaulting to "Raise" if not defined), much like how A_Chase has parameters for what states to use for melee and ranged attacks, and then, for example, if said monster died of ice, you could provide a Foo.Freeze state in the raised monster, where Foo would be the parameter for 'state' in A_VileChase. If Foo.Freeze was not provided, it would just use Foo. If Foo is not provided, said monster cannot be revived by said 'raise' type. This could be used to create things such as vile bossfights, where there would be viles and a big bad vile boss that can revive normal viles, but the normal viles cannot revive eachother.
Augh that statement took some time to write and polish <_<