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Originally Posted by falco10291029
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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You mean clientr strings?
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Originally Posted by falco10291029
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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I still don't understand why you would use shoot
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Originally Posted by falco10291029
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 remember when you had the huge box that took up most the screen. haha.
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Originally Posted by falco10291029
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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Most things on Element are classes so once the main script is done. So its easy to set up new forms of things such as weapon crafting.
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Originally Posted by falco10291029
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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try practicing with onwall a lot on npcs. then put some onwall stuff in your monster scripts.
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Originally Posted by falco10291029
[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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Who said the stuff is only 2% better?
I'm in the process of working on stuff. They will get much better.
Hey Loriel,
I'm doing my job as owner of my server to make it good (in my opinion) ok?
So why don't you just shut up and wait.