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Thread: 008 Crypt Lord [80] v1.0.9

  1. Default

    The point to even having discussion is to find out what's broken so that it can be fixed.

    The crypt lord locust attack is supposed to key on the nearest enemy. It isn't doing that. It's attacking the same person over and over. That's a great example of broken. Chances are that this isn't well known. Now because I brought it up, it can be fixed.

    Or perhaps not... I don't see a lot of interest in fixing anything really. I see a lot of talk of upcoming changes. But it's always been my experience that this will only lead to more things being broken. Meanwhile, the things I do bring up are dismissed. So probably nothing will happen. But that doesn't change the fact that it's still broken.

  2. Default

    the targeting problem is known on the war3 forums. also, it' not game-breaking, so it's somewhat lower priority.
    Quote Originally Posted by OMGBEARS
    I feel it is important for me to let you know how feeble your efforts to strike such feelings inside of me really are. I have the internal fortitude of a large animal, an elephant, for instance. Likewise, I'm the result of coitus between the devil and a pack mule made out of chainsaws, so I am extremely strong, and carry little care for others in this world. Trees also stand aside due to my chainsaw blood.
    Quote Originally Posted by ๖ReS View Post
    How am I supposed to tell you to fuck off without replying ?

  3. Default

    my telling you 2 read up on everything wasn't related 2 just this thread, it was everything in general with this mod. every single thing you've brought up has already been brought up at 1 point or another.

    great 2 see you have an interest in the server and want it 2 be better, but all the basic things you've noticed in like a few days, well the people who have been playing here for years are obviously going 2 already be well aware of.

    you can always hit me up on steam if you want a second opinion on something before you post about it, or just in general.

    Maynard - The WCS Guy

  4. Default

    The Periapt of Health does not stack with this race's max health (it keeps the max at 150). Is this intentional or not?

  5. Default

    1.0.7
    • Confirmed CODE is 100% same as 1.0.6



  6. Default

    Not sure if this is intended, but you can gain more than 150 hp of health (e.g. 170 hp) with ultimate if you minorly injure yourself (fall from low height) so that your health is between 125-150 then use the ultimate.

  7. Default

    Reprogramming started.



  8. Default

    Race is ready for FINAL RELEASE TESTING all abilities should work as before no major changes. Some feed back messages have been changed. If the target for the ult has immunity you need to press the ult again to find a target that does not have immunity. If all targets have immunity then you logically can keep pressing all day with no results.

    Just like in the current version you will always steal 25hp and X armor even if the person you steal from have less than those values. Thus there have been no balance changes to this race. You should see that the race works virtually identical to the one on the live server.



  9. Default

    Example of how the code has changed:

    Original global var deceleration:
    Code:
    new thisRaceID;
    
    new SKILL_IMPALE,SKILL_SPIKE,SKILL_BEETLES,ULT_LOCUST;
    
    //Increase length from 5 to 6
    
    //skill 1
    //Impale
    new Float:ImpaleChanceArr[]={0.0,0.1,0.16,0.22,0.26,0.33}; 
    
    //skill 2
    //Spiked Carapace
    //new Float:SpikeDamageRecieve[]={1.0,0.95,0.9,0.85,0.8,0.75};
    //new Float:SpikeArmorGainArr[]={0.0,0.0,0.0,0.0,0.0,0.0};
    new Float:SpikeChanceArr[]={0.0,0.2,0.25,0.3,0.35,0.4}; 
    new Float:SpikeReturnDmgArr[]={0.0,0.1,0.13,0.15,0.17,0.2}; 
    new ArmorArr[]={0,110,130,160,180,200};
    
    //skill 3
    //Carrion Beetles
    new BeetleDamageArr[]={0,5,7,9,12,15};
    new Float:BeetleChanceArr[]={0.0,0.2,0.25,0.28,0.3,0.33};
    
    //ultimate
    //Locust Swarm
    new Handle:ultCooldownCvar;
    new Handle:ultRangeCvar;
    new const LocustDamage=25;
    new const LocustMaxHealth=150;
    new RemoveArmorArr[]={0,10,15,20,25,30};
    
    new String:ultimateSound[]="war3source/locustswarmloop.wav";
    New decelerations:
    Code:
    new thisRaceID;
    
    new SKILL_ONE, SKILL_TWO, SKILL_THREE, ULT;
    
    const RaceLevels = 5;
    
    //Impale
    new skill_level_one[MAXPLAYERSCUSTOM+1];
    
    public Float:ImpaleChance(currentLevel)
    {
        return AbilityValue(0.1, 0.33, RaceLevels, currentLevel);
    }
    
    //Spiked Carapace
    new skill_level_two[MAXPLAYERSCUSTOM+1];
    
    public ArmorAmt(currentLevel)
    {
        return RoundFloat(AbilityValue(110.0, 200.0, RaceLevels, currentLevel));
    }
    
    public Float:SpikeChance(currentLevel)
    {
        return AbilityValue(0.2, 0.4, RaceLevels, currentLevel);
    }
    
    public Float:SpikePercent(currentLevel)
    {
        return AbilityValue(0.1, 0.2, RaceLevels, currentLevel);
    }
    
    //Carrion Beetles
    new skill_level_three[MAXPLAYERSCUSTOM+1];
    
    public Float:BeetlesChance(currentLevel)
    {
        return AbilityValue(0.2, 0.33, RaceLevels, currentLevel);
    }
    
    public BeetlesDmg(currentLevel)
    {
        return RoundFloat(AbilityValue(5.0, 15.0, RaceLevels, currentLevel));
    }
    
    //Locust Swarm
    new skill_level_ult[MAXPLAYERSCUSTOM+1];
    
    public ArmorSteal(currentLevel)
    {
        return RoundFloat(AbilityValue(10.0, 30.0, RaceLevels, currentLevel));
    }
    
    new String:ultimateSound[]="war3source/locustswarmloop.wav";
    You can see here how the new methodology allows for easier customization of the ability values and simple adjustment to the races total levels. This makes it so that the race can have abilities and level requirements easily changed in a few seconds. It also reduces memory usage by lowering the number of global arrays required. Instead the resultant values are calculated on demand which does take more cpu but we are talking about basic math here. Likewise the memory savings are not really all that great anyways but this does fully prevent indexing errors by making them literally impossible due to the reduced reliance of arrays. Lastly the ability names have been standardized as to reduce development time.
    Last edited by ZERO; 10-21-2014 at 01:43 AM.



  10. Default

    The addition of this method rids the need for War3_GetSkillLevel() API calls and increases performance for faster lockup of a users current skill when needed in other parts of the program:

    Code:
    //Better tracking of current level for increased performance!
    public OnSkillLevelChanged(client,race,skill,newskilllevel)
    {
        if(race==thisRaceID)
        {
            if(skill==SKILL_ONE) //1
            {
                skill_level_one[client]=newskilllevel;
            }
            else if(skill==SKILL_TWO) //2
            {
                skill_level_two[client]=newskilllevel;
            }
            else if(skill==SKILL_THREE) //3
            {
                skill_level_three[client]=newskilllevel;
            }
            else if(skill==ULT) //4
            {
                skill_level_ult[client]=newskilllevel;
            }    
        }
    }



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