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Add classes #389
Add classes #389
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Couple of comments. I understand that this is still WIP, but I couldn't resist. :)
I also think it's better to rename the knight
and archer
classes to more generic names (at least the archer
). Maybe assault
and support
? We don't even have bows in the game, and referring to players wielding sniper rifles as archers is a little misleading. ;)
I'm very happy to see an effort being made in this direction. Great work. 👍 |
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This is inflexible and also more complicated. Hardcoding can be good at reducing complexity. However it's a good idea to reduce the number of places which have hardcoded things, which is why, for example, we use
This already happens, see init.lua
This already happens |
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I missed that change. Nice! 👍
I think you misunderstood. See https://github.com/MT-CTF/capturetheflag/pull/389/files#diff-162a1d6f9c661726680d0f44a5e8d794R15-R16. ctf_classes.register("knight", {
description = "Knight",
pros = { "+50% Health Points" },
cons = { "-10% speed" },
properties = {
max_hp = 30,
speed = 0.90
},
color = "#ccc",
}) This approach can allow more properties to be added later, because all fields in |
Maybe it would be good if guns had longer range for archers. Shotgun has range only 50 currently. |
A range of 50 is already too much. A shotgun is only effective at close-range, and at 50m the pellets would've dispersed so much that there would be no substantial damage to the target anyway. If you take other guns into consideration, well there's only so far we can see without in MT without zoom. Unless you have an 8K display fitted with an electron microscope, a very high range won't make much sense. ;) |
This is now ready for review, and I've tested all the features locally |
Do medic have free bandages? |
turns out creative was enabled 😮 |
Bugsgeneral
grapples
FutureThings to fix in future PRs
|
Please note that you need to apply an engine patch in order to have accurate health bar points.