Correct, you can change movesets without resetting
Deleting the functions stored on the module, letâs say i do self.somefunction = workspace.ChildAdded:Connect(function()
it will still be active even if i already set or cleaned the moveset
the same applies for skills made only for the client
(Would be cool if i could do it manually, but neither .Destroyed function or MovesetChanged works)
Again, maybe this is a problem that itâs only happening to me , so dunno
If characters could store a dictionary of players that damaged them along with how much damage each player did, that would be pretty nice. (This might already be in the framework, im not sure) And I would primarily use this for kill feeds, or for giving kill credit to the player with the highest damage.
you have to disconnect it yourself when self.Destroyed fires
pretty sure you can do that without internal support, but yeah, Iâll consider adding that
self.MutualExclusives = {
}
Needs to be strings? , like
self.MutualExclusives = {
"stunstatus"
"blockstatus,
}
No, they should be constructors (what your module returns usually)
what do you mean by âconstructorâ ?, can you provide a example?
do you mean i should require the status module and putting it on the table?
is that combat system gives you a tutorial of how to make one as a script only, or is it both scripting and animating?
A class constructor (whatever your RegisterStatusEffect returns).
local stun = require(game.ReplicatedStorage.StatusEffects.Stun)
...
enemy:HasStatusEffects({ Stun })
itâs not a tutorial. Itâs framework for programming your combat
how would i set default props and priority to a status effect?, whatâs the correct way?
i do this but it throws me a error
{ WalkSpeed = {-5, "Increment"} , Priority = 5 }
and another question, how would i replace the time left of a status?, so i can do things like renew it or make it 1 again to last long?, is it possible?
please read the API page before asking a question to get your answer faster
Yeah, i did, but i donât get it, how should i format it correctly to change priority?
my bad, it was my fault⌠specify your priority as a second argument to :SetHumanoidData()
how do you use :TakeDamage()? i am confused
your supposed to have one damagetaken connection for all of your damage handler like status effects/skills which is where you would be creating the wcs character and use takedamage on the humanoid.
It appears there is a bug in replicating WCS Characterâs from the server to the client: it doesnât replicate if you use the WCS wally package in ReplicatedFirst.
Steps:
- Install the wally package into ReplicatedFirst
- Start WCS on the Server then Client as shown in Tutorial
- Check for the playerâs Character on the client.
Checking for the playerâs character returns nil.
However, if you use a .RBXM file and place it in ReplciatedStorage it works fine.
The documentation is wrong:
It should be GetAllStatusEffects()
not GetAllStatusEffect()
. Same for the other functions nearby.
could be an accidental Replace all
. would be happy to accept a PR!