OpenXcom Forum

Contributions => Programming => Topic started by: Maszek on July 16, 2013, 03:54:40 pm

Title: Coding new Psi actions
Post by: Maszek on July 16, 2013, 03:54:40 pm
Sup everyone, first post. My question would be - where do I start coding new Psi actions? I'm not exactly knowledgeable about the structure of this project even after downloading the source code.

Thanks in advance.
Title: Re: Coding new Psi actions
Post by: Warboy1982 on July 16, 2013, 04:33:04 pm
the actionMenuState, the psiAttack function in tileEngine, the getActionTUs function in BattleUnit, the projectileFlyBState, the RuleItem and the aggroBAIState (if you want aliens to be able to use it), at the very least.

Title: Re: Coding new Psi actions
Post by: Maszek on July 16, 2013, 07:09:42 pm
the actionMenuState, the psiAttack function in tileEngine, the getActionTUs function in BattleUnit, the projectileFlyBState, the RuleItem and the aggroBAIState (if you want aliens to be able to use it), at the very least.

Thanks!
Title: Re: Coding new Psi actions
Post by: Phezzan on July 16, 2013, 07:36:41 pm
It might be worthwhile to push the logic for determining psi attack / defense strength into the BattleUnit to prevent the different bits of code from getting out of sync.
Title: Re: Coding new Psi actions
Post by: Maszek on July 16, 2013, 09:00:43 pm
It might be worthwhile to push the logic for determining psi attack / defense strength into the BattleUnit to prevent the different bits of code from getting out of sync.

My main goal right now is getting rid of 10 errors :P
Noob programmer.