I decided to go with Person because it's synonymous enough and there are already enough 'Character's floating around in C# for me to be sure I wasn't treading on anything, and this'll prevent mistakes in the future.
I've also got the Ability class made- right now its key feature is the effect method, which is overloaded for three inputs:
effect(Person user)
effect(Person user, Person targ)
effect(Person user, List
For all abilities, the two wrong methods will pass back an error (with the ability name in it- always try to make your code easier to debug), and the other one will do what the ability is supposed to. I don't know how abilities will be aimed yet, but the abilities already have range and aoe variables to tell the aiming interface what it should tell the user to pick. The function returns a string- an output of either "This method shouldn't have been called!" "[name] doesn't have the MP to use this ability!" or "This ability did X!"
Mad screenshot action!
No comments:
Post a Comment