Open Bastrabun opened 2 years ago
Sometimes, we want to kill people.
That's a good way to start a conversation :laughing:
Could you please make it that high fall damage and set_hp(0) does not let anyone live?
Do you have an idea how to achieve this?
In the register_on_player_hpchange you decide when to apply damage and when heal catches it.
This way, a game could select to apply the heal (rather a "deflect") value to falling damage or to ignore it. Imagine falling off a cliff in full plate mail. Sure, the plate would prevent bruises, but the person would die regardless of sudden deceleration.
Also, set_hp allows to provide custom reasons. In a game where laser damage is a thing and a coat of mirrors deflects lazer pew pew, but not missiles, they could specify set_hp(1000,"pewpew") on hit. My game will introduce blunt, slash and stab damage, also magic and others, even combinations of those.
IMO, as a start, the kill
command that's part of builtin should provide a reason to the player:set_hp
call...
Sometimes, we want to kill people.
Then we do player:set_hp(0), but if the armor the player wears has some healing properties, we can't kill them.
Repro:
IMO set_hp(0) should do exactly that: kill the player.
Also, fall damage seems to count against the heal property.
Could you please make it that high fall damage and set_hp(0) does not let anyone live?
Or could you make it that armors can register against what type of damage they help?
For my reference 998