ahhh I see.. I think..
so with your method you may have 10 monsters with thier default stats held in external config files. When you create the monster it populates the monster stats from the config file.
Then specific game logic like a simple AI .. you might have a guard which might tend to stay close to whatever it is guarding and will only attack when provoked that code will be in a specific function. you might also have a passive monster, aggresive etc... and each of those would be a seperate function for the monster type. When you create a monster the config file would also specify which function it should use....
I guess you could then extend the whole thing so instead of a hardcoded function it would point to a specific Lua script.
is that right ?
I suppose Im so used to just writing hard coded stuff where what you see is what you get I never really think about it in terms of customisation in the future.
so with your method you may have 10 monsters with thier default stats held in external config files. When you create the monster it populates the monster stats from the config file.
Then specific game logic like a simple AI .. you might have a guard which might tend to stay close to whatever it is guarding and will only attack when provoked that code will be in a specific function. you might also have a passive monster, aggresive etc... and each of those would be a seperate function for the monster type. When you create a monster the config file would also specify which function it should use....
I guess you could then extend the whole thing so instead of a hardcoded function it would point to a specific Lua script.
is that right ?
I suppose Im so used to just writing hard coded stuff where what you see is what you get I never really think about it in terms of customisation in the future.