TeamREPENTOGON / TeamREPENTOGON/REPENTOGON
Adding new 'aivariant' tag in entities2.xml
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- Dominant language
- C++
- Stars
- 345
- Forks
- 51
- Avg merge
- 11h 2m
- Merged PRs (30d)
- 4
Description
When creating new entity, it's behaviour may be taken from another variant of a certain monster, or even be dead completely (like Vises). This tag will manually tell from who the ai should be inherited. For example, for custom Baby (38.X) setting aivariant="1" will make it shoot 3 tears, like Angelic Baby (38.1), and aivariant="3" will make it behave like Wrinkly Baby (38.3).
If not stated, the behaviour should be chosen automatically. Also setting it to something like "-1" to disable original AI (and make it complete dummy, just like newly added monsters wil custom IDs) may be pretty useful.
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First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start with entities2.xml and trace how entity definitions select or inherit monster AI. Determine where the aivariant value should be parsed and applied, including automatic selection when omitted and disabled AI for -1. Done means the Baby examples and dummy-entity behavior work as described.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- cpp
- Domain
- game-dev
- Issue type
- Feature
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 42/100