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Implement assists #998
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@Pugzy and I already visited this topic a while ago, and there's a mostly-working implementation of it. There's a damage-queue that stores who is responsible for the damage you've taken, and pulls out of the queue as you heal those hearts, so as an example:
This would award player C the kill (last hit), and the assists would be 20% for player C, 50% for player B, and 30% for player A. Time is not involved at all in this, because it's a matter of if you were able to heal the damage dealt or not. If you healed it: it doesn't count as an assist, if you didn't heal it: it does count. The main point of discussion is how to exactly display this on chat (if at all), and what other uses it can give (mainly, offering alternative to kill rewards where you may get the kill-reward as long as you get a certain % of the kill, configured in xml). My personal proposal as to what we should do for death messages, is show the % you contributed to the kill when you have been involved, and they should show in bold (as in: you were involved) instead of it being "you got the final blow", something like: "PlayerA was slain by PlayerB's Stone Sword (35%)" (you are player C, not in the death message yourself) |
ok the damage queue thing is actually really good for this why i don't think it should be the way you suggested its quite confusing. it seems like the percentage has something to do with the kill but it doesn't look like it's you who contributed that much damage. i got confused when i read it atleast. |
This was already merged |
If you've damaged a player for some x damage (or percentage) in the last x seconds and then they die it counts as an assist.
not sure about the exact values
in chat it will display "teaFYI was shot by AdamChen +1"
the value at the end for how many people assisted that kill
then in the stats menu it shows how many assists you had
test
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