Replies: 4 comments 2 replies
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Interesting, thanks. You can drop all the mutexes and locks (that you probably took inspiration from other Java projects?) since l2cpp is deliberately single-threaded (and will mostly stay that way for the World update). I will probably do my own spin of the dialog system once I get some time to play with it, but it won’t be right away since I have higher priorities like a functioning combat system with gear stats and skills. As for a scripting engine, I’d say most definitely yes! But that would first necessitate a good and stable API which doesn’t exist in the first place, so this is way further down the timeline. You probably guessed it but I am not taking inspiration from other emulators and create everything from scratch for the fun of it. What do you think of the project so far? |
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I find the project really interesting. The majority of L2 emulators are written in Java, so seeing C++ combined with an ECS architecture is great. As you mentioned, you're building everything your own way and not really relying on projects like L2Mobius, which happens to be my main source of inspiration. |
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Yeah this first version of the ECS pattern is kinda bad, I have plans for an optimized one (the whole point of this pattern really). For now it lets me modularize enough for a start so that classes like Player or Character don’t become a giant plate of spaghetti. |
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Is there a way to implement a skill like 'Aura Flare' using DamageEffectFactory and BuffEffectFactory? I need it to deal damage to the target while applying a buff to the caster at the same time, but I’m not sure how to handle the targeting logic for both. |
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If I may, I'll share the new changes on my fork. Also, I have a question: does the repository author have plans for a scripting system :)?
targun123/l2cpp@98f9bb7
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