To install locally:
Fork the project, then add the following packs from the Epic launcher:
Paragon Props
Paragon Shinbi
Paragon Minions
Instead of having various events and functions for a certain aspect, have a generic "action" class that gets created on every notable event.
The action class will consist of:
Holding T lets you select a target to focus and keep an eye on to keep track of HP, stats and items in a better fashion.
Potential problems: Needs to be gone if target is invisible.
When a client attempts to buy an item from the shop, it doesn't work. Perhaps the player controller isn't linking properly?
For those pesky moments when you buy 100 AP instead of AD
Add tags to recipes so that they can be searched through with text or other filters
Might cause performance issues when they bunch up.
To allow things like "is melee", "is ranged", "has hero in team" or even "is specific gamemode"
Make "taken damage" an array of 20 seconds of your damage history instead of basic referencing to the last unit, will aid for death recap and statistics logging.
TODO List:
Create a dynamic decal texture that changes based on where you have vision.
Alternatively, spread out the map in many small areas and light/unlight them depending on visibility.
Make status effects an array instead of a map. This will aid in replication.
Doesn't swap when trying to activate the abilities though!
Currently abilities are done in a map and this creates a ton of problems for replication and clients don't see them replicating properly.
Gotta implement a targeting system for all abilities so it's much more convenient to create special types of AoEs or other custom targeting types.
Currently all items' positions are setup in a map and this causes problems with replicating them properly to clients.
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