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Thread: 034 Alchemist [400] v1.0.5

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    Yes the item based ability is very complicated to implement and is planed to literally take away the items for a short time and give them back after. Massive amounts of code will be needed for that to work b/c I will need to reprogram the shop menu to add some more APIs. Also for the ult yea it is the same ability just with a cool effect added to it.

    Yes they will release at the same time.



  2. Default

    Quote Originally Posted by ZERO View Post
    Yes the item based ability is very complicated to implement

    i hear ya.
    i can only imagine someone attempting to buy an item while the enemy currently took away the weaps.
    does it replace an old item if maxxed?
    does it add on to the items if there's a free slot? is THAT item taken as well if the duration of alchemist is still active? or is it immune? etc...


    perhaps to create a global "item_disabled" boolean state, zero?
    where u simply add a boolean check before applying item effects if that state variable is false or true?

    and then you toggle back that variable when the alchemist effect is over?
    i just think that taking away items and back might create some null pointer problems like what used to happen to weapons taken away and given back by flying dragonfly/strider

    anywho, u know better
    Started from bottom. Now we here. <IBIS>


    Quote Originally Posted by ZERO View Post
    Trying to hack in IBIS is like trying to kill someone in a police station, not the best idea...

  3. Default

    This race looks great, and would do very well on camping maps such as Italy. Just camp in the house behind cover while your team pops out and shoots/gets shot at and you heal and give them armor. The ult sounds cool, though I am curious what kind of warning the opponents get to get out of dodge.

    Quote Originally Posted by What View Post
    Also, the item disable thing, I'm assuming that would disable laces and what not. What about the periapt of health? Would the enemy lose 50 hp and could this potentially kill them? Same if they are jumping around with sock of feather, does that mean that gravity would suddenly turn on for them?
    Unless Zero programs it specifically to damage people that have bought health, they should not lose their HP. Currently, periapt of health heals for 50 as soon as it is bought. This is why when losing badly I'll go magician, respawn as crow and buy lace, cloak, health, followed by ring to replace the health.

    This would remove sock, helm, lace, claw, etc etc. I'm curious about the radius of the disable. If it is the same as the ult radius, we'll have a new class to turn to when the other team is fully itemed up.

    If you find this class needs a buff, you could make it so when people get within half of the radius of the disable (if the disable is 30 yards and they get within 15 yards) you could cause the items to go haywire. Sock increases gravity, helm causes headshots to deal double damage, lace makes opponents ults twice as effective, and claw deals damage to you when you shoot someone. This would however require even more programming (essentially reprogramming items, or how items are coded)

    Quote Originally Posted by ZERO View Post
    Yes the item based ability is very complicated to implement and is planed to literally take away the items for a short time and give them back after. Massive amounts of code will be needed for that to work b/c I will need to reprogram the shop menu to add some more APIs.
    Be careful with periapt of health. You would have to either add code so they take damage, or just ignore this item all together because currently if you lose it then get another, you get an extra 50 hp.

    All said, I think this class looks very interesting. If you combine the item disable with races like night elf or athena, it would be downright absurd. I can't wait to play it!

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