Updated to latest version with Iron animation provided by Passarelli. (now fades in and out) Also reduced time iron shows from 1 second to 0.75
Updated all sprites to use new lower file size method. Updated sprites to now support correct program side scaling. Reprogrammed to only require 1 animated sprite instead of multiples for cases when a different size or animation direction was needed (reduces file size).
Now that I got this last problem solved I can finish up the current effects and then start on the ultimate.
Now ready for new testing!
- Item Transmutation Effect finished
- new code allows for looping rings from stock functions!
- fix for size of iron ring effect (apparently the programers who made these functions do not know the difference between diameter and radios (they actually meant diameter))
- Optimized sprite file sizes
Let me know what you all think of the effect for the transmutation. If it is too much I can remove the 4 lines and circles that go out facing upright.
Anyways, lots of advancements with how I can deal with effects and even other complex repeated functions in the future. This can really help to improve the code for many other races to increase performance and reduce errors.
I now should be able to fully translate ANY es/python es_tools based effect over to SM. So if you can find any really cool ones you would like to see for a particular ability post them up in the appropriate forum.
It is late now so I got to get some rest.![]()
Note to anyone who doesn't know. To activate the second half of item trans, use +ability1.
Originally Posted by ZERO
Ok the hold up right now is that I am going to need to globalize the setting and ending of users on fire. There will need to be a plugin that I create that is only responsible for that and can track users who are on fire ect. This is so that multiple plugins can set users on fire at the same time ect without conflicts. This would prevent the fire effect from vanishing on players early due to a conflict.
Ult ability is finished. Note that the cooldown is reduced by 10x so you are able to test it faster. No effects are currently finished for it other than actually setting the players on fire. Improvements have been made over the method used for the new bloodmage burn to reduce the number of global vars and checks by 1. If it works fine I can then alter the BM to use the same code for its release.
Please report any bugs. I will now be working on trying to get the effects for this ability to work without being a massive DL and I will be working on how I will fully implement the special armor part of Iron Alchemy.
Also for those wondering still wtf is taking so long keep in mind that this is literally the most complex race from a programing perspective developed thus far. Even without counting the hundreads and hundreads of lines of stock functions made during this races development it is already well over 1000 lines of code long. Most races are significantly simpler than this one and when I reprogram them it will not take nearly as long.