10-30-2018, 07:39 AM
Yeah I'm fairly cognizant that doing 32 unique tooth objects is an absolute nightmare for just about everything, but you gotta admit it's the goonest way to goon it.
It should absolutely be treated like crates and other spawn-as-needed things though. Rather than create 32 teeth per individual at spawn and tracking them, your head-damage proc would instead create a new tooth(), which would randomly assign itself one of the 32 possible assignations, fly away, and then add a corresponding "Player's missing X Y Z tooth" inside the spessman's container, a new organ that waits for a corresponding tooth replacement & then deletes itself.
In the absolute worst case of all teeth knocked out, you have 32 teeth and 32 organs to track, but in almost all other cases including the default healthy state, you have nothing to track. You could also place a ceiling to how many teeth you can lose to brute damage to avoid spamming rooms full of every kind of tooth.
alternatively make every tooth Jhon Warcrimes's tooth. every. tooth.
It should absolutely be treated like crates and other spawn-as-needed things though. Rather than create 32 teeth per individual at spawn and tracking them, your head-damage proc would instead create a new tooth(), which would randomly assign itself one of the 32 possible assignations, fly away, and then add a corresponding "Player's missing X Y Z tooth" inside the spessman's container, a new organ that waits for a corresponding tooth replacement & then deletes itself.
In the absolute worst case of all teeth knocked out, you have 32 teeth and 32 organs to track, but in almost all other cases including the default healthy state, you have nothing to track. You could also place a ceiling to how many teeth you can lose to brute damage to avoid spamming rooms full of every kind of tooth.
alternatively make every tooth Jhon Warcrimes's tooth. every. tooth.