Let's say I remove magic evasion. Or even better, replace it with resistance, when character manifests protecting barrier instead of dodging, I bet it will look much better than dodging spells.
Or at the very least not do the backward animation when magic is dodged... I guess that in my mind magic cannot be dodged like weapon attacks, difference between chars can be so great that magic doesn't do any (or a very limited) damage, but missing is not something that can occur. When a huge ass high level spell "misses" the target, it look especially dumb.
In either case, game is not really combat centered, we're making too much effort here.
Magic skills in terms of code are not different from weapon skills. Should evasion not work against weapon skills too? If so, then what's the point of it? It will be nearly useless if it'll work only against normal attacks which are already weak to begin with.
It's a lot of work... fireball you can dodge, cataclysm or tornado, not bloody likely. Dodging simple weapon attacks by quickly moving the sprite backwards at constant timing is simple, every spell on the other hand may require it's own data, some should not be possible to dodge and etc.
Once again, not a combat oriented game
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Stuff like this, if we want it done right, will require more and more effort, all I wanted to say is that presently "dodging" spells looks pathetic and out of place. BE (imo), felt better without it. If there are better solutions that will not require insane amount of effort or if you're willing to go spell by spell and make sure timings are ok everywhere or animations are appropriate. I don't mind (although I don't remember if we can actually control dodging outside of core code atm, but I can prolly add moar code making that possible).
I don't know about 500 lines, but if you want arrows attacks to be available for sword users, it will be a disaster. I don't even mean coded attacks, I'm talking about unique animations from dropbox. Some of them clearly have arrows or bullets, some look like a sword or an axe. We have no choice but to bind at least some skills to specific weapons types, or dozens high quality animations will be useless to us, and this is a huge waste. And if it is supported, we might as well use it for some coded animations too.
No, I don't want to mix attacks, although bow as a large weapon and knife as a small weapon is a mix already...
I'm thinking about adding either weapon skills (skills like oral, I mean) or leveled traits (aka WM EX) to support specific weapons. Pretty much like Slave Maker 3 has a skill for every weapon type. So if a character good with swords will have high level of sword skill and certain BE swords skills will be unlocked for swords.
It's a huge mess of skills but we can also use: ranged, hand-to-hand, edged and etc. So basically you are saying:
- Default Attack skills that are enabled based of a skill "stat" value as a specific weapon is equipped.
- Special Attack skills that are weapon bound (Ice/Fire Sword/Axe/Bow/Gun and etc. animations we have in db).
That will require a controlled system to add/remove the skills of some sort, I need to make sure we have checks on skill changes (or maybe just level changes cause checks on skill changes will slow down the game). We'll have to do (yet another) evaluation every time a weapon is equipped. We'll have to make sure that skills are gained as weapons are used in BE. We'll have to make sure weapon skills can be learned in schools as well.
So another huge move towards the combat oriented game, with moar skills, checks and code oriented around combat
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I don't really have a better idea, just pointing out the obvious... in either case, I am going to work on that double/triple attacks now
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