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Nerfing Demoknight 
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Post Re: Nerfing Demoknight
AdvancedCori wrote:
Okay, now looking through the pastebin I found this short piece of code at line 2608:

Code:
case TFClass_DemoMan: if (!IsValidEntity(GetPlayerWeaponSlot(client, TFWeaponSlot_Secondary))) addthecrit = true;
Thanks, yes I am aware of that, but this is applies to all secondary weapons, and it seems to me that people were just going on about shields.

My problem in this thread is that I am not exactly clear what everyone is going on about. There isn't a consensus and I'm not willing to wade through to try and work out what that might be.

Can someone clearly define what exactly what needs to change and what is staying the same.

No cut and paste code snippets required.


Sun Mar 08, 2015 2:00 pm
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Post Re: Nerfing Demoknight
oscarvdhooft wrote:
Doesn't that add the crit a cola effect though? Cause crit a cola also gives a speed boost and a minor damage vulnerability.


I don't think it doesn't, otherwise spy would have a 10% damage vunerability and have a 25% speed boost with his revolver.

frog wrote:
Thanks, yes I am aware of that, but this is applies to all secondary weapons, and it seems to me that people were just going on about shields.


It doesn't apply to all secondary weapons, as the shield is not truly classed as a secondary? So,
!IsValidEntity(GetPlayerWeaponSlot(client, TFWeaponSlot_Secondary) refers to the shield.


Sun Mar 08, 2015 2:32 pm
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Post Re: Nerfing Demoknight
AdvancedCori wrote:
It doesn't apply to all secondary weapons, as the shield is not truly classed as a secondary? So,
!IsValidEntity(GetPlayerWeaponSlot(client, TFWeaponSlot_Secondary) refers to the shield.
That's not quite what it's doing, but point taken.
What I meant is that it is applied to all secondary slot weapons and it doesn't explicitly reference and use shield 'weapon' indexes. It's logic that isn't future proof or explicit and relies on class nuances such a slot 2 being empty when particular items are equipped. (which for me are a pain in the arse to have to remember.)

It's not how I write stuff. Which is why I don't want code snippets.

What I want ... someone to clearly define what exactly needs to change and what is staying the same.


Sun Mar 08, 2015 2:46 pm
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Post Re: Nerfing Demoknight
What needs to be changed:
The critical hit buff that is received from equipping any shield from the demoman. It should be replaced with minicrits instead.

What stays the same:
The demoman's melee weapon should still get critical hits.

Shield Item ID's:
The Chargin' Targe - 131
The Splendid Screen - 406
Tide Turner - 1099
Festive Targe - 1144.


Sun Mar 08, 2015 3:00 pm
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Post Re: Nerfing Demoknight
Thanks, that's done. I used TFCond_CritHype.
Let me know how it goes after the next map.


Sun Mar 08, 2015 3:29 pm
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Post Re: Nerfing Demoknight
Confirmed not working :3


Sun Mar 08, 2015 3:56 pm
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Post Re: Nerfing Demoknight
AdvancedCori wrote:
Confirmed not working :3
So it's unchanged? Or did something change? If so, then what happened?
I'm doing other things, so I don't have time to give FF2 much attention.
Please give as much useful info as possible, always.


Sun Mar 08, 2015 4:00 pm
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Post Re: Nerfing Demoknight
frog wrote:
AdvancedCori wrote:
Confirmed not working :3
So it's unchanged? Or did something change? If so, then what happened?
I'm doing other things, so I don't have time to give FF2 much attention.
Please give as much useful info as possible, always.


It is not receiving mini-crits and it's doing regular damage. The demo weapons are also purple, probably due to TF_CritHype.


Sun Mar 08, 2015 4:04 pm
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Post Re: Nerfing Demoknight
Like this



Sun Mar 08, 2015 4:07 pm
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Post Re: Nerfing Demoknight
Thanks, oh right. So that is what purple means. ;)

Using TFCond_Buffed instead. Map will reload shortly.

(And no I'm not going to use TFCond_CritCola as it makes you receive mini-crit damage as well as dish it out.)


Sun Mar 08, 2015 4:11 pm
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