Unity Game Coding

Job ID: 31466983

Budget: $30 – $250 USD

Hello, I'm currently working on an open world videogame. The TDLR is that I want to have a short range special attack option added to a kit that I'm using to control monsters, and also that for critical damage to not ignore defense/magic defense.

My knowledge of coding is limited, and I've been handling the brunt of my game's needs with preexisting asset packs. This has worked fine so far, and any issues I can't sort freelancers have done a great job handling so far. For my combat system I'm using two kits that have been combined. The player is controlled with this kit:

https://assetstore.unity.com/packages/templates/systems/action-rpg-starter-kit-9076

And the monsters are controlled with this kit:

https://assetstore.unity.com/packages/tools/ai/emerald-ai-2-0-40199

I BELIEVE that the work would only need to be done in the emerald AI scripts, but these codes are definitely way above me.

With emerald AI you can create close range attacks and long range attacks. The close range attacks are strictly more regular melee attacks, while the long range attacks you can add particle effects and charging, basically magic effects. Technically either can be set for physical or magic damage, but the close range doesn't have near the amount of options that long range does.

For my two issues

Issue 1: I want melee monsters to be able to perform special attacks. Unfortunately emerald AI has a hardlock for ranged attacks, preventing you from setting them to be usable at closer than 10 units. For this patch I'm fine with either the hardlock being removed, allowing the 'ranged' attacks to be set to short distance, or a third type of attack to be added into the system for short range special attacks. I'm not sure which is easier, but as long as it works I'm fine with either route.

Issue 2: When the original freelancer combined these two kits, everything was done pretty darn well. I failed to notice though that whenever critical damage is done with an attack, it doesn't seem to factor in defense/magic defense. If you could find that bit of the coding and add that in as a variable that'd save me a lot of time, reading code is definitely not my strong point.

One last final note is that this build is in Unity 2019.3, and updating it isn't practical due to the risk of breaking 20 different kits. By all means let me know if you have any questions, comments, etc. Since my open world game has gotten rather bloated at this point, I'll provide the base scripts in question and test characters, but moving over the entire game is definitely impractical. Whether or not this interests you, thank you for reading.