NoCode-NoLife / melia

Open-Source MMORPG Server Emulator
GNU General Public License v3.0
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Monster skill effects #319

Open Terotrous opened 1 week ago

Terotrous commented 1 week ago

Some monster skills have added effects that we don't currently capture, such as the basic attack used by the Bat enemy, which is supposed to inflict UC_Bleed per the Bytool data. Do we want to adjust simplemonsterattackskill to allow for a skill to inflict a status (possibly with a given percentage), or should we create custom handlers for these ones?

exectails commented 1 week ago

Our current monster skill setup is basically just there so our monsters can attack, and it was never really meant to be expanded much. The idea was always that we would write dedicated skill handlers for anything that isn't straight forward. That being said, I suppose an attack + (de)buff falls somewhere in the middle, as it's still very simple.

Did you take a closer look at the skills in question by any chance? Do they all just call the target buff function?

Terotrous commented 1 week ago

I've looked at a few. Some of them actually create Pads, which definitely can't be automated. This particular one just inflicts a debuff. Many others have no special effects at all (and thus match our existing implementation).

exectails commented 1 week ago

Right. I suspect there are more varied effects as well, just like with player skills, and those will likely require a bit more care. But those buff calls we can certainly add without overexerting us too much.

exectails commented 1 week ago

I looked into it a bit earlier today and now implemented calls for basic (de)buffs the skills appear to start, but I'll leave this issue open for the moment, in case there's more to it yet. For more involved effects, like the aforementioned pads, we should create dedicated handlers though.