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Improved the spawning section a bit. Also smaller tweaks.
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README.md
16
README.md
@ -276,11 +276,17 @@ everything for you. It will set up stats, equipment etc, but there is no way to
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You can implement your spawning logic by inheriting from `ESSEntitySpawner`, and implementing `_request_entity_spawn`.
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You will need to register this spawner into the ESS singleton, either by using `setup(resource_db, entity_spawner)`, or
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by using the provided property/setter `entity_spawner`/`set_entity_spawner()`.
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You will need to register this spawner into the ESS singleton.
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You can use `setup(resource_db, entity_spawner)`, or by the provided property/setter `entity_spawner`/`set_entity_spawner()`.\
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Or you can set you spawner's path into the `ProjectSettings->Ess->Data->ess_entity_spawner_path` and either tick the `automatic_load` property, or
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call `ESS.load_entity_spawner()` from a script.
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The ESS singleton also contains convenience methods to request spawning an Entity.
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[Sample 3d spawner implementation](https://github.com/Relintai/broken_seals/blob/master/game/player/bs_entity_spawner.gd) \
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[Sample 2d spawner implementation](https://github.com/Relintai/broken_seals_roguelike/blob/master/game/player/bs_entity_spawner.gd)
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#### EntityCreateInfo
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Entity spawning usually requires a lot of complexity and hassle, this helper class aims to make it painless.
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@ -389,11 +395,11 @@ Talent ranks are implemented by deapplying the earlier rank, then applying the n
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### How to
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Request casting a spell clientside: `void spell_crequest_cast(spell_id: int)`
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Request casting a spell clientside: `void spell_crequest_cast(spell_id: int)` \
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Request to learn a spell clientside: `void spell_learn_requestc(id: int)`
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Request talent learning clientside:
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`void character_talent_crequest_learn(spec_index: int, character_talent_row: int, character_talent_culomn: int)` or
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Request talent learning clientside: \
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`void character_talent_crequest_learn(spec_index: int, character_talent_row: int, character_talent_culomn: int)` or \
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`void class_talent_crequest_learn(spec_index: int, class_talent_row: int, class_talent_culomn: int)`
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Apply an aura:
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