AlanGreyjoy Posted January 22, 2017 Report Share Posted January 22, 2017 So i started to play around with consumables today... I am not a big fan of it. In the long run, if I have say... 100 consumable items (cake, pumpkin pie, whatever) I will need to have 100 Abilities named after that consumable as well. Is this the best way to go about this? If it is, I'm fine with that. Quote Link to comment Share on other sites More sharing options...
Eduard Posted January 22, 2017 Report Share Posted January 22, 2017 100 consumable items... Albert Einstein: "Everything should be as simple as possible, but not simpler." Quote Link to comment Share on other sites More sharing options...
sooms Posted January 27, 2017 Report Share Posted January 27, 2017 I agree it's cumbersome, but I can't think of an easier way to do it. It needs to run through the ability system to allow features such as cooldowns and other activation requirement checks. It would make a huge mess of the server side inventory code to copy in half of the ability system to it just to allow easier creation of consumable items. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.