diff --git a/ror2_phd/attack_speed_cap.md b/ror2_phd/attack_speed_cap.md new file mode 100644 index 0000000..f298929 --- /dev/null +++ b/ror2_phd/attack_speed_cap.md @@ -0,0 +1,15 @@ +# My notes on attack speed cap + +WIP + +There are 2 (maybe more) routes when it comes to implementing attack speed +in a game with animation: + +- Makes the character looks quirky as heck on extreme numbers of attack speed, +respecting the power fantasy for the user +- Makes the character looks like a god shooting at top speed... only to deal no +damage because of the invisible attack cap + +ROR2 chooses the latter. + +Meanwhile, you have a hard limit of `FixedUpdate` diff --git a/ror2_phd/directors.md b/ror2_phd/directors.md new file mode 100644 index 0000000..7e7dd5d --- /dev/null +++ b/ror2_phd/directors.md @@ -0,0 +1,8 @@ +# My notes on directors implementation + +WIP + +Most of these are available from the wiki, but we'll create scripts and manage +a small scale database for computation. + + diff --git a/ror2_phd/dot_ticks.md b/ror2_phd/dot_ticks.md new file mode 100644 index 0000000..f3a4b22 --- /dev/null +++ b/ror2_phd/dot_ticks.md @@ -0,0 +1,10 @@ +# My notes on DoT effects and ticks + +WIP + +Should be answer questions and point out their code for: + +- Bleeds restarts the status duration (at least for each player) + - Further discuss Network latency here +- Is bleed ever better than needleticks? +- What does burn really do? diff --git a/ror2_phd/rng.md b/ror2_phd/rng.md new file mode 100644 index 0000000..433215e --- /dev/null +++ b/ror2_phd/rng.md @@ -0,0 +1,7 @@ +# My notes on RNG throughout an RoR2 run + +WIP + +RiskOfResources did note that they needed to patch out and change lots of +rng in obscure places to make it suitable for races to be reproducible in +item drop table