IceDragon200

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Aug 19th, 2011
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  1. Yggdrasil Breakdown
  2. ~Attack Customization
  3. -Retain REGEX
  4. -Add new array based setup (Like Takentai/Melody)
  5. -["Command", [Parameters]]
  6.  
  7. ~Attack Class (AC)
  8. -On Attack
  9. -Before Attack
  10. -After Attack
  11. -Properties
  12. -SubClass (AnimationHandler)
  13. ~AnimationHandler (AniHnd)
  14. -Animation Direction
  15. -Mirroring
  16. -ID
  17. -SubCLass (RangeHandler)
  18. ~RangeHandler (RngHnd)
  19. -Range
  20. -Offset
  21.  
  22. ~Event Registration Class (Used for event finding) (PRE - Position Registration Engine)
  23. -Monitors all active events and players x, y
  24. -[x][y] == [List of Events in this position]
  25. -Each time the event moves, register its new x, y
  26. -Used to lower look up load, also only registers Yggdrasil Events
  27.  
  28. ~General Action Checking
  29. -Before Action, After Action
  30. -Can Use Action, Can Damage (Attack, Item, Skill)
  31. -Before Damage, After Damage
  32. -Force Attack, Force Skill, Force Item, Force Action
  33.  
  34. ~Projectile Review (FPE - Flying Projectile Engine)
  35. -Use events instead
  36. -Remove PS (Projectile Setup)
  37. -Build Directly unto event
  38. - Examples [Bombs, Arrows, Boomerangs, Arcing Objects]
  39. -Triggers/Projectile Effects
  40. -On Contact
  41. -Avoid User
  42. -Detonate
  43. -Target?
  44.  
  45. ~Range Drawing Review
  46. -Draw mass ranges as one sprite
  47.  
  48. ~Action Engine X2 Class (RTSA - Real Time Sorted Action)
  49. -[Type, Arguments]
  50. -case type
  51. -when :attack
  52. -when :skill
  53. -when :item
  54. -when :action
  55. -when :projectile
  56. -when :etc..
  57.  
  58. ~Hud Review
  59. -Cutback sprites used
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