#Torn between what implementation to use for ability system
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my main issue with the second option is syncing between server and client
cuz I dont wanna make a remotefunction for every ability
object orientated
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or you can do a hybrid
@robust drift i would do data module, that tells which move to use then use modulescripts for the actual move.
String & attributes for easy replication, but I recommend decking out a state machine with your custom needs for 1 source of truth
ig im just thinking that if I make abilities objects i might as well just constrain the data in the singular object
wdym data module
Here is how one of my systems work.
I use a data module, like for "Sword"
Damage = 25,
Cooldown = 1
and stuff
Then, I do a forloop and set all those attributes on the Actual sword object
Sword could have like "SpecialMove = "Slash"
and then the module calls that move
Movemodule does the Sword:GetAttribute("SpecialMove")
and it finds a move named "Slash"
@robust drift
thats string orientated which is what he was asking
i would say use objects and module for framework, and strings/attributes are good for cooldowns, replication, save data
again wouldn't making an stringvalue be redundant atp?
since I could just store the variables in the object
idk i just dont like splitting up things that are meant to represent the same thing
not redundant, everything lives in the object/module as normal variables, its good for internal logic
but for replication, persistence and external stuff string/attributes make sense
youre not spliting it up just separating
i see
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