Thread: GlitchScape 742 - The introduction

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  1. #91  
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    Cool that you show snippets of infrastructure. Whats the 'e' prefacing names? "Eitems" supposed to be enum items?
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  2. #92  
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    Quote Originally Posted by Java100 View Post
    Cool that you show snippets of infrastructure. Whats the 'e' prefacing names? "Eitems" supposed to be enum items?
    Yea, tried without but thought it was too easy to confuse with "Item".
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    Quote Originally Posted by clem585 View Post
    Yea, tried without but thought it was too easy to confuse with "Item".
    r u gona have an open beta or something?

    btw you can spam a spell on an opponent with staff of light and eventually u will cast it without having any runes in inventory-forgot that check
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  5. #94  
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    Quote Originally Posted by ddvvyy View Post
    r u gona have an open beta or something?

    btw you can spam a spell on an opponent with staff of light and eventually u will cast it without having any runes in inventory-forgot that check
    It's called glitchscape, what do you expect
    Last edited by Corey; 03-07-2018 at 01:28 PM.
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  7. #95  
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    Looks pretty good, i like this revision =)
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  9. #96  
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    Quote Originally Posted by ddvvyy View Post
    r u gona have an open beta or something?

    btw you can spam a spell on an opponent with staff of light and eventually u will cast it without having any runes in inventory-forgot that check
    Fixed, moved the check to removeRunes which is called after verifying the player has the runes. Also disabled it for now since it's only supose to work for combat spells and idk how I will do them yet. Thanks ;p

    Quote Originally Posted by Tesla View Post
    It's called glitchscape, what do you expect ;)
    Shhh it's an hidden feature ^^

    Quote Originally Posted by Joris View Post
    Looks pretty good, i like this revision =)
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    just something i randomly noticed

    Code:
    if (hasStaffOfLightEffect()) {
                staffOfLight = true;
                player.message("Your spell draws its power completely from your weapon.");
                return true;
            }
    this part and the method isnt very efficient

    Code:
    this.staffOfLight = false;
    by default this is already false and....

    Code:
    Combinations enchants = getCombinations(level);
    you forgot to check if enchants is set or nulled and....

    Code:
    enchantSapphires
    your naming is kinda weird, no offense, but naming for this case should be singular so e.g "enchantOnyx" cause i assume its a single action however it happens multiple times.

    sorry but anyway goodluck with your project!

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  12. #98  
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    best of luck friend
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  14. #99  
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    Quote Originally Posted by _jordan View Post
    just something i randomly noticed

    Code:
    if (hasStaffOfLightEffect()) {
                staffOfLight = true;
                player.message("Your spell draws its power completely from your weapon.");
                return true;
            }
    this part and the method isnt very efficient

    Code:
    this.staffOfLight = false;
    by default this is already false and....
    Yea, already refactored it to be called during removeRunes() so staffOfLight doesn't exist anymore.

    Quote Originally Posted by _jordan View Post

    Code:
    Combinations enchants = getCombinations(level);
    you forgot to check if enchants is set or nulled and....
    Never going to be nulled as long as I don't add new routes for new enchants (which I don't think I'll ever do). And even if I did do that, I don't mind getting an error since I'll be testing it anyway ;p

    Quote Originally Posted by _jordan View Post
    Code:
    enchantSapphires
    your naming is kinda weird, no offense, but naming for this case should be singular so e.g "enchantOnyx" cause i assume its a single action however it happens multiple times.

    sorry but anyway goodluck with your project! :)
    Yea, you're right I should probably change that. Thanks for the feedback
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    Keep up the good work.
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