Unfortunately, Shaft is no longer with us. (o7) I think we could still discuss about this, just please no off-topicness. Thank you.
Yes, he has gotten pbanned (permanently)
Yes, but please don’t use curse word substitutes.
Unfortunately, Shaft is no longer with us. (o7) I think we could still discuss about this, just please no off-topicness. Thank you.
Yes, he has gotten pbanned (permanently)
Yes, but please don’t use curse word substitutes.
We do have damage modifiers for blaster-related items......but we’d need a system to track which item is in your current inventory slot
what the…like gone forever?
( I was gonna say that but was busy )
(forgot the rules for a sec, sry)
This might just be possible, but the main thing I’m worried about is how to detect shots from items with more damage and how to detect which player has which item
If we can figure out how to check a player’s inventory, it might be possible
How to Check a players inventory?
Its called the Checker.
Just check if the player has x gadget, if they do give them a damage/speed boost.
Oh right, forgot about that…
But what if a player has two of the same items, but they have different tags? How would the checker know which one has which tag?
And for the hit detection system, you could have an “enchantment” that gives the gadget, say, +50 damage, but how would you deal that damage to the player that was hit? I know it’s possible to detect when a player uses a gadget, but how would it know if a player is hit and which player is hit?
Just… give the player a damage boost,
And also give the player only one inventory slot for a gadget, its more realistic anyway because in real life you can’t instantly switch weapons.
Ok, we’ll start from there then, we can figure out multiple slots later.
Ok, so this is what we have here:
Watch my bio for showcase link for this
Edit: just realized - since blaster-related usable items have different tiers, maybe we can use that to our advantage
I tried to make an NBT data esque system to test all this, and I think it turned out pretty good.

The gif is supposed to show the left gim collecting the tagged stoneblaster (item w/ data), while the second gim collects an untagged stoneblaster (w/o data). They run around a bit to show the difference in speed and damage (the powers activated due to the data). and then they swap items, and the data stays with the corresponding item.
(´-﹏-`;) I’m sorry for the compression. I put so much work into the gif just for it to be unreadable.
I don’t know if its exactly how you all described your ideas for this, but I’ll try and organize my work enough to screenshot and explain the mechanics in a later post.
I agree, we can just use gadget rarities instead…
A different effect could be used for each rarity (common, uncommon, rare, epic, legendary)
That’s literally what I said.. we are still trying our best.
To modify the ammo amount you could use a counter for each custom ammo amount and set the goal to the ammo amount to make a pseudo ammo system I think.
Ok I’ll look into that, expect a result tmrw ![]()
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Ok so I have the system, but wed need a way to NOT have 100 counters for each value since you cant set a counter to a property (not that I know of)
showcase link in prof
Counters literally have an entire section dedicated to updating properties.
:p,
I meant property to counter mb
I think, if the properties only changed by one every time, you could have the channel that increases/decreases the property by 1 also increment/decrement the counter maybe?
hmmmm, this seems hard but maybe possible. The one thing thats tripping me up is how to keep the nbt data on the item dropped
For a system where a player can only have one slot you could have it so that, when the person gets the NBTed gadget, a player specific property could change to a text string that is specific to that gadgets NBT. Then when the item leaves their inventory, or they get an item of that same type from another source, the property would change to the new NBT tag (or set it to zero). Then all of the effects (like damage boost) would be added to the player, depending on it NBT tag. This way it has the same effect of having an NBT tag, and each tag doesn’t have to be specific to each player (even though it could).
If I am completely missing the mark on what a NBT tag is supposed to be please tell me cause I’m still uncertain.