Well, there's the question about whether I should have one "listener" kind of component to keep watching (using the GoDB.Watchsomething) for the time my character attacks, hits, equips the weapon, etc. or have each component use a separate watcher.
Let's say: A Sword of Vigor would for example look for swings, regardless of hits or misses, to heal the wielder each time he uses the weapon
A Vampiric Sword of course would look for hits.
But what happens when we have a vampiric sword of vigor?
And can this be made to work with Pcontent?
here we r hijacking blog :p... I would say one listener, each listener could cause some fps loss perhaps to do the calculations and such A lot of swinging to heal? is this a beserker type of character everytime they get mad they heal? Hulk Smash... character would be 100% healed all the time, be almost immune. vampiric sword of vigor would do both hits and swings but the real question is do hits counts as 2, ie a hit is a swing, a hit = 1, but then the game would give u 1 for the swing, thus 2, would have to say if hit then swing = previous swing? and yes can be made to work with Pcontent in the template of the sword. Sword kind of remind me of Blood Assassin spell where when Blood Assassin uses her bow, she loses life cause the arrows use her blood to cause more damage...for like a sword that heals would just need to alteration = alter_life_recovery_unit; be regenerating health all the time regardless of hit/miss/swing.... interesting ideas.
here we r hijacking blog :p... I would say one listener, each listener could cause some fps loss perhaps to do the calculations and such A lot of swinging to heal? is this a beserker type of character everytime they get mad they heal? Hulk Smash... character would be 100% healed all the time, be almost immune. vampiric sword of vigor would do both hits and swings but the real question is do hits counts as 2, ie a hit is a swing, a hit = 1, but then the game would give u 1 for the swing, thus 2, would have to say if hit then swing = previous swing? and yes can be made to work with Pcontent in the template of the sword. Sword kind of remind me of Blood Assassin spell where when Blood Assassin uses her bow, she loses life cause the arrows use her blood to cause more damage...for like a sword that heals would just need to alteration = alter_life_recovery_unit; be regenerating health all the time regardless of hit/miss/swing.... interesting ideas.