Koishi

Results 14 comments of Koishi

Or let's ditch built-in attributes altogether if custom attributes are specified.

I use PrintCenterText in my version for duo/trio situations.

A new variation done with the help of @naydef. Note that my fork is a heavily modified version of a late 1.10.5 beta that has all of the latest updates...

It would become a telejump lmao. On this test boss, I have buttonmode set to 2 (reload) for the teleport charge to overcome this. ``` sourcepawn "ability2" { "name" "charge_bravejump"...

@50Wliu, just released said boss which uses both abilities, Sync HUD will need major adjustments so that both charge statuses are visible. As-is, this is how the status HUD shows,...

![20160418104606_1](https://cloud.githubusercontent.com/assets/9245131/14608255/f855469a-0552-11e6-970d-e7e485666fc6.jpg) In action: https://www.youtube.com/watch?v=_KnrhZ1ejC4 @50Wliu https://github.com/shadow93/FF2-Official/commit/685a0d6d39e49339ff8ef728dcf6113b558bbbb7 Read the comments on the commit, on how the FF2_OnMusic forward would be updated once song info support is added. That's where i'm currently...

Here's what i've been using for my copy of FF2: ``` sourcepawn stock CalcQueuePoints() { new damage; botqueuepoints+=5; new add_points[MAXPLAYERS+1]; new add_points2[MAXPLAYERS+1]; for(new client=1; client0) { damage-=600; points++; } switch(TF2_GetPlayerClass(client))...

Another idea i had was to multiply their existing HP formula to compensate for the lack of specific companions, but trying to find another non-companion boss (or one that needs...

@naydef, no need for attribute 280. Simply setting the last parameter to true in PrepareItemHandle removes any existing attributes. Also, might want to be careful about disclosing this netprop to...

I just use OnGameFrame as a workaround to this, and an array-based int and bool. That's how i do it for Female Heavy and Cave Johnson to adjust their move...