Thread: Dragonfire

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  1. #361  
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    I love this project, keep it up mate!
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  2. #362  

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    I ponder of something great...
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  3. #363  
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    Ghost any updates?
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  6. #366  
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    Absolutely amazing work, my man! Really looking forward to the release of this!
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  8. #367  
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    Lovely work cannot wait to see more of this
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  9. #368  
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    Started in 2017, i hope this is still alive! good luck looks amazing!
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  10. #369  
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    Quote Originally Posted by SilverNova View Post
    Ghost any updates?
    Yes, I purged the existing combat system as it was poorly done (not by myself). I have since completely rewritten it from scratch to be far more extensible. Melee, ranged and magic strategies are finished, with just special attacks and prayer effects remaining. It is still a WIP and some refactoring is required, but I am pleased with how it has turned out so far.

    Code:
    object DarkBowCombatStrategy : RangedCombatStrategy() {
    
        override fun Mob.hasAmmunition(): Boolean {
            val player = this as? Player ?: return false
            val weapon = tryGetWeapon() ?: return false
            val ammo = player.tryGetAmmunition(weapon)
    
            if (ammo == null) {
                player msg "You do not have any ammunition for this weapon."
                return false
            }
    
            if (player.equipment[weapon.ammoSlot].amount < 2) {
                player msg "You do not have enough ammunition for this weapon."
                return false
            }
            return true
        }
    
        override fun doPreAttack(context: CombatContext) {
            val player  = context.mob as? Player ?: return
            val target = context.target ?: return
            val weapon = player.tryGetWeapon() ?: return
            val ammo = player.tryGetAmmunition(weapon) ?: return
    
            player.decrementAmmo(weapon, target.position, amount = 2)
            player.performAnimation(context.attackAnimation)
            player.performGraphic(ammo.graphic)
    
            ammo.projectile.copy(speed = 70).send(player, target)
            ammo.projectile.copy(startHeight = 48, delay = 34, speed = 74).send(player, target)
        }
    
        override fun doRollHits(context: CombatContext): List<Hit> {
            val first = super.doRollHits(context).first()
            val second = super.doRollHits(context).first().apply { delay += 1 }
            return listOf(first, second) // Fire two arrows per attack
        }
    }
    Thanks for all the support everyone
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  12. #370  

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    Quote Originally Posted by Ghost View Post
    Yes, I purged the existing combat system as it was poorly done (not by myself). I have since completely rewritten it from scratch to be far more extensible. Melee, ranged and magic strategies are finished, with just special attacks and prayer effects remaining. It is still a WIP and some refactoring is required, but I am pleased with how it has turned out so far.

    Thanks for all the support everyone
    No worries. Like I mentioned to you a few years ago, you ought to create a discord server. There's nothing to lose on it. If you somehow find the time and/or money to launch the project then you will already have a dedicated base of followers that are guranteed to play the game. However, if you don't manage to get it through, then you can just let everoyne know through an announcement and later on remove the discord or sell it with the game.
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