Replies: 2 comments 1 reply
-
So basically what the callee should see in
If |
Beta Was this translation helpful? Give feedback.
1 reply
-
I've come to the conclusion that we'll potentially need
So expect |
Beta Was this translation helpful? Give feedback.
0 replies
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
-
Since FF2r's new ability invoking forward passes a StringMap with the ability arguments, I think it'll be extremely useful If plugins/abilities can call other abilities with the option of passing arguments. (maybe as well as returning arguments).
Example:
rage_cloneattack
could accept aplayers
parameter, which will contain a list of players to become minions. That way it'll be possible to use rage_cloneattack to spawn players immediately which got killed. The list as well as the invocation of the ability is done by another plugin which hooksplayer_death
and callsrage_cloneattack
.My proposals:
FF2R_DoAbility(int boss, char[] pluginName, char[] abilityName, AbilityData cfg)
. UsingBossData.GetAbility()
the ability section will be returned, where plugins call then add their own keyvalues. Preferably all arguments should be put inside subsection, probably namedArguments
.FF2R_DoBossSlot
of typeAbilityData
, where you put arguments to the abilit(ies) you call. I wonder if there should be a way to pass different arguments to the different abilitiesA mechanism for abilities to return data to the caller will also be nice. Maybe the abilities will write to the
AbilityData
which the calling ability can read the return value from.I'm open for ideas here.
Beta Was this translation helpful? Give feedback.
All reactions