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Handle mob summon and limbo state (#2432)
Mob summon: Something like Monster_Apparatus_Perpetual can summon helper mobs. Ensure these helpers actually get summoned and, on their defeat, possibly change the summoner's mob state. Like, temporarily enter weak state. * Take summon tags from BinOutput/Monster/ConfigMonster_*.json and put them in SceneMonsterInfo * Handle Summon action in ability modifiers from BinOutput/Ability/Temp/MonsterAbilities/ConfigAbility_Monster_*.json * On summoner's kill, also kill the summoned mobs Limbo state: Something like Monster_Invoker_Herald_Water should be invulnerable at a certain HP threshold. Like, shouldn't die when creating their elemental shield. Or, Monster_Apparatus_Perpetual's helper mobs shouldn't die before their summoner. * Look through ConfigAbility (AbilityData in GC) like Invoker_Herald_Water_StateControl. If any AbilityModifier within specifies state Limbo and properties.Actor_HpThresholdRatio, account for this threshold in GameEntity::damage. * Don't let the entity die while in limbo. They will be killed by other events.
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@@ -42,6 +42,7 @@ public class AbilityModifier implements Serializable {
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public String stacking;
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public AbilityMixinData[] modifierMixins;
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public AbilityModifierProperty properties;
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public ElementType elementType;
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public DynamicFloat elementDurability = DynamicFloat.ZERO;
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@@ -328,6 +329,9 @@ public class AbilityModifier implements Serializable {
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public int skillID;
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public int resistanceListID;
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public int monsterID;
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public int summonTag;
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public AbilityModifierAction[] actions;
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public AbilityModifierAction[] successActions;
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@@ -370,6 +374,11 @@ public class AbilityModifier implements Serializable {
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}
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}
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public static class AbilityModifierProperty implements Serializable {
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public float Actor_HpThresholdRatio;
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// Add more properties here when GC needs them.
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}
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public enum State {
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LockHP,
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Invincible,
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