Technical
Documentation of technical functionality in RadGame
Multiplayer
Hosting, Joining, Synchronizing
player Scene
Functionality of the player scene
main scene
the main scene
Spells
How spells are structured and triggered
Creating New Spells
New spells are intended to be simple to add, if they do not do esoteric things. In particular spe...
Spell Dictionary
Spells are the combat skills that players, NPCs and interactables use to affect players and NPCs....
BaseSpell Class
Spells inherit from the BaseSpell class, which contains some functionality that is shared between...
Spell Container
The spell_container scene consists of a node of type Node, and is used as a parent node for all i...
Auras
Auras are temporary or permanent effects on a unit. They can be DoTs, HoTs, buffs, debuffs or abs...
Spell Queue
In order to make spell casting smoother, and not have short gaps between spells when the next is ...
Interactables
Interactables are objects in the game world that can be interacted with, and trigger a specific e...
Combat
The combat script
Entering the Combat Script
There are a number of functions that are intended as entrypoints into the combat script, which ar...
Combat Events
Combat events are damage, healing and aura events that are reached via the entrypoints into the c...
Checks
There are a few checks that the combat script requires to function. is_criticalThis function che...
Value Application
The final part of the combat event sequence, before the logging, is the application of the final ...
Stat Modificiation
Stat modification occurs when a buff or debuff is applied to a target, and an array of stats is c...
Log Messages
All combat events are logged, to ensure that combat encounters can be analyzed. No in-game analys...
UI
Description of UI elements, and their interaction with other parts of the software