Thank you Loriel for your support, now to add my own arguments too:
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Originally Posted by SlashP2P
HP System is important. You should redo it and spend more time on it. Add some cool HP functions. I would give examples, but all I could give is on Element, and I wouldnt want to give secret stuff out, now would I?
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Depends on what you consider your hp system. I basically mean replacing playerhearts with client.hp (might later change to unhackab;e, but not important right now) on all things like GUi and in the damage system. That basially only made me have to replace playerhearts whenever i found it with client.hp.
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Did you take a nap while doing it? For Elements damage system, It took me like 15 minutes to make it good. I just did triggeractions in the weapons and the action hit stuff in the damage system. Not hard
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Yes I took a nap, but didn't count that time in my final measurement lol. THe Damage system took a while since we use the shoot commands for it, and rarely triggeraction. I originally had been trying something else, but it didn't work out. The reason it took that long is because I count whenever I add a new function a weapon can do on a player (liek when i added confusion) an addon to the damage system.
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A good GUI can take a while to make. I'm in the process of adding buttons to the GUI.
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GUi image I changed 3 times, I think, and added things constantly, so I don't know exactly the time, but it's a while. Original GUI was basically just an image that had you health, magic, and tokens on it. I added some more stats throughout time. I also added the start of the kingdom portion of the gui (the box in the upperright corner). Then, later I added a weapon drop button, which i eventually took out of the gui and put in a different weapon.
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I believe Zero finished our weapon crafting. I wont give out the details, but from (a hopefully good) reputation of our work on Bravo, you will get an idea on how cool it will be.
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I'll agree that our system for weapon upgrade and building isn't the best (in upgrade shop, you touch the weapon on the floor for info, then doubleclick to make it if you have the materials, in weaponsmith you right click for info then say what you want to make), but I ddislike making menus with mousedown, mousescreenx, ect., and I really can't very well for somethign that I would constantly add stuff onto until I learn to work with arrays. I had originally tried, but couldn't, unless i wanted to drastically change the script every time i wanted to add something. But otherwise, it works well currently and serves its purpose.
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Heh. Our monsters lagged the server a lot, so I have to rescript them. Movement was never my strong point in scripting, but I'll be getting better at it and making better monsters. I spent about an hour or two doing the Boss monster, and then about 1/2 hour getting the experience point distribution to work right.
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I still have work to do since I can't get my jellies to not go on walls (spirits and molds are supposed to be able to), and I probably took longer then i said, i didn't really time it, and i constantly had to fix/change/add stuff to them (I recently added right clicking a monster for info, gk style

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Spend time on EVERYTHING. Theres no shame in rescripting things.
I'm pretty much rescripting everything default on Element. I'm working on the profile system right now. Its going to have cool functions that normal profiles dont have (such as profile privacy where you can allow everyone, dont allow anyone, allow certain people, or dont allow certain people to view your profile).
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[much sarcasm]
Yes, should spoend hours when loading a gmap, or warping a player, and should make weapons that so the same things with slightly diff stats have a TOTALLY different script, because it means i spent time. Then afterwards, i should go rescript everything to make it about 2% better[/much sarcasm]
A profile is a system, and should take time. A Weapon that is basically a stronger version of another shouldn't. Not everything has to take hours to script to be good. (I would have thrown in his dmg system in there, but Loriel did that well enough

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