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| Notes for implementing special actions like special attacks, magic or other special actions a player character can perform (emoticons?).
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| ==specials.xml==
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| An XML file which maps special action ids to corresponding client-sided effects (particle, sound, sprite animation etc.) and server-sided effects (execute script, inflict damage in an area).
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| <specials>
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| <action id="1">
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| <particlefx>graphics/particles/heal.particle.xml</particlefx>
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| <soundfx>sounds/heal.ogg</soundfx>
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| <saytext>HEAL!!</saytext>
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| <gameeffect
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| area="point"
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| position-forward="32"
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| position-sideways="0"
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| effect-type="heal"
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| effect-factor="10"
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| />
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| </action>
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| <action id="2">
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| <particlefx>graphics/particles/firebolt.particle.xml</particlefx>
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| <soundfx>sounds/fire.ogg</soundfx>
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| <saytext>FIREBOLT!!</saytext>
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| <gameeffect
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| area="projectile"
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| range="256"
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| effect-type="damage"
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| effect-element="fire"
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| effect-factor="5"
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| />
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| </action>
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| </specials>
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| ==Protocol:==
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| *Client sends '''PGMSG_ATTACK B direction W type''' ("type" is the ID number of the special attack. No number is interpreted as a normal attack)
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| *Server checks if the character may perform this special action right now.
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| *If yes the server does whatever the special action requires it to do (damage beings in attack zone or whatever)
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| *Server sends '''GPMSG_BEING_ATTACK W being id, B direction, W type''' to all clients nearby
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| *Clients respond with displaying the corresponding effects
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| Hi Crush,
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| I can see you change a bit the protocol in here:
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| In those, I can see you're making the client send the direction, which remains to be dicussed.
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| I can also see that the packets PGMSG_USE_SPECIAL and GPMSG_SPECIAL_STATUS were added.
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| So, which modifications will prevail?
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| Best regards.
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| Bertramk, 2 august 2010
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