name / downbeat
speical abilities / set the nearest opponents health to the closest odd number to the last digit in their health x 10 (long cooldown) (give it a range) (try not to increase the hp)
(if possible) pulls all opponents in a 5x5 range to them
(if one above is not possible) slow down the nearest opponent
gadget / prickler
well in a future update gimkit is going to add moving sentry so maybe you could use that and have a number of sentrys depending on how many real players there are like in super smash bros. if your playing offline. and you could also make it to where there are teleporters that each take you to a different arenas that have different amount of sentry’s so that players can choose how many coms they want
wait I thought the memory limit was 100. also I pretty sure they are going to add moving sentry’s but I heard someone talk about it so it could be real
I think it would just be a special waypoint or marker the Sentry would walk towards instead of programming with block code. Like in Apocalypse, they only walk towards one point in a strait line, sometimes not even being able to hit the Hatch and getting stuck just below it.
There not, even with inf memory there would be lots of bugs if they where added. They could make it so you could make a path but it would use up lots of memory.
Name: Mad Maudie Special Ability 1: Lasting effect - If a player takes 30 damage from Mad Maudie, player’s speed is reduced to 0.50, and they take 1 damage every second. This ability lasts 7 seconds. Special Ability 2: Lash out - Mad Maudie fires 2 blasts (with Wooden Wand) in 5 separate directions, each of which deal 15 damage. Gadget: Wooden Wand, Evil Eye (Evil Eye is only used in M1) M1 Ability: Obliteration - Mad Maudie delivers one blast (with Evil Eye) for 250 damage. Mad Maudie takes 20 damage as a passive.
Name: Reaper
Ability 1- pincers- if you tag a player you can hold them still with powerful claws that reduce their speed (and yours) to 0 for 0.5 second. you automatically perform one bite attack within that period. cool-down of 10 seconds.
Ability 2- Bite- You can bite a player with powerful jaws- dealing 25 damage, but when you do the player enters a frenzy, increasing their speed to 1.5.
Gadget- none- they have a game overlay for the bite move and a tag zone covering the entire map
Weakness- when shot by a gadget, their speed (1.25) will decrease to 1 for 0.5 second
even so, it would still be difficult and frankly, a waste of memory
the best choice would be to wait for gimkit to actually let us move the sentries in gkc and hope that they can be controlled with blocks and cords
idea
if they could be moved, then maybe we could try something like this (im not a good coder i probably mashed like fifteen languages together so pls dont judge me)
var exampleHealth = cheezesRcool.health;
var exampleY = cheezesRcool.Ypos;
var exampleX = cheezesRcool.Xpos;
while (exampleHealth > 0)
{
var sideY = exampleY * exampleY;
var sideX = exampleX * exampleX;
double distanceToPlayer = Math.sqrt(sideY + sideX);
if (distanceToPlayer > 7)
{
//cool dash move thing to player;
}else
{
//find a path to player and attack unless already at player;
}
}
this is an example of possibly one of the simplest ai’s possible that could fight
nothing like the ai in games like ssbu and street fighter
for good ai that feels like a real player
they would likely also have to consider how attacks would move the player and how they could follow that up
as well as think about their own health and the players health to decide how they should play
and be aware of how their opponent might attack them
and the movement would just be a hassle
assuming they dont add pathfinding to the ai (also assuming they add movement to platformer)
then we would have to maybe figure out the map
find everything with collision
figure out a good path to the player
and detect where to jump
then possibly be able to cancel the path in order to change it to a new path that leads to the player
bad explanation but basically we would need to do all of that for multiple sentries
just imagine the memory being used at just one
if we want something simple then yeah maybe???
like go to the player and attack
but the pathfinding would be the same
it would likely use a lot less memory
but that isnt saying it wouldnt reach the limit
Name: Shaper
Special Abilities: Spawn shapes and can shield for a random number of seconds
Gadget: None
M1 Ability (If a secret or limited): Teleports randomly to a player, and groundpounds
I’m also considering making this a boss, and when defeated, you can play as them (they are non-binary, BTW). However, since Gimkit doesn’t save progress, I would make the boss easy and short.
Special Ability 1 Stealth: Sharky goes invisible and can attack the player in any way possible. They go invisible by camouflaging in the biome. Probably using its special ability. This ability lasts for 15 seconds. Cooldown 60 seconds.
Special Ability 2 Strike : Sharky attacks the player by a tail strike. This attack stuns the player for a couple of seconds. Deals the player 25 attack per strike. 5 second cooldown.
M1 Ability: The Player has permanent slowness of 0.75 until player defeats Sharky or player respawns.
Gadget: Zapper
Side Note: This is taken on how real life sharks attack there prey.
Name: Sprintmaster
Gadget: Blaster (Uncommon)
Base Speed: x1.1
Ability 1: Speed Sap
All other players have their speed reduced to 0.75, Sprintmaster’s speed increases to 1.25. The speed modifications last for 5 seconds. Cool down is 25 seconds.
Ability 2: Blitz
You gain a 1.5 damage boost for 10 seconds. Cool down is 35 seconds.