Charactere: Jayce
1)Damage combos for meele and ranged stances (i.e Ranged e + q into meele combo)
2)Smart switch between meele and ranged
3)Poke (toggle between Q poke and e - q poke)
4)Last hit with Q
5)Items (Yomuus, BotrK, QSS, Elixir)
6) Tear stack function
7)Auto E + Q if killable or text signal
8)Burst % Damage Drawing
9)Interrupt with meele E for relevant abilities
10)E function for preventing gap close (i.e against lee sin q)
ASAP, or you know, whenever inspiration strikes. I'm sure the majority of major content creators have more pressing concerns. Thanks for you time. I'm not entirely sure what else to add or what commands and functions are practical in scripts.
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Request: Jayce
#1
Posted 05 January 2016 - 02:06

#2
Posted 05 January 2016 - 03:41

#3
Posted 05 January 2016 - 06:31

I could've sworn someone linked a Jayce script in here earlier O - O
#4
Posted 05 January 2016 - 06:32

soon™ combo is released and working with old inspired
Combo is released? I don't imagine Jayce is terribly popular, but I hope this request gains some interest
#5
Posted 05 January 2016 - 07:13

Yes, someone linked a jayce script which was a carbon copy of my pre-rework jayce. I had a mod remove it. You can use my current Jayce, its not done though, just Combo is implemented. It should be done by next week i guess. If you find any errors just tell me and i fix them real quick.
Cheers
#6
Posted 05 January 2016 - 08:57

Yes, someone linked a jayce script which was a carbon copy of my pre-rework jayce. I had a mod remove it. You can use my current Jayce, its not done though, just Combo is implemented. It should be done by next week i guess. If you find any errors just tell me and i fix them real quick.
Cheers
The ranged combo is executed quickly, and it fluidly transitions into hammer form combo. I'm unsure how accuracy is calculated, but, the E + Q is accurate at a distance against targets that are moving. Functions quite nicely, i'm definitely a fan of your work so far ^ - ^
EDIT: The gate placement is sometimes wonky, causing the Q to not travel through the gate (E)
#7
Posted 05 January 2016 - 11:37

The ranged combo is executed quickly, and it fluidly transitions into hammer form combo. I'm unsure how accuracy is calculated, but, the E + Q is accurate at a distance against targets that are moving. Functions quite nicely, i'm definitely a fan of your work so far ^ - ^
EDIT: The gate placement is sometimes wonky, causing the Q to not travel through the gate (E)
W in ranged form with activate randomly
#8
Posted 06 January 2016 - 01:09

As mentioned, I pushed jayce by accident and just left it up its not even close to done
#9
Posted 06 January 2016 - 02:58

As mentioned, I pushed jayce by accident and just left it up
its not even close to done
I'm aware, you asked me to point out any bugs, apologies, I didn't realize I shouldn't have actually tested it.
#10
Posted 06 January 2016 - 04:45

I'm aware, you asked me to point out any bugs, apologies, I didn't realize I shouldn't have actually tested it.
I meant gamebreaking bugs, not random stuff
#11
Posted 14 January 2016 - 07:00

Update?
#12
Posted 16 January 2016 - 02:32

Update?
soon™ Cassiopeia and Rengar are almost done. Annie/Kalista are fully reworked. only a few left
#13
Posted 05 February 2016 - 03:09

Dope, still looking forward too it x - x
#14
Posted 05 February 2016 - 01:31

ikr platypus is so slow lol
#15
Posted 10 February 2016 - 03:24

SO SLOW PLATYYYYYYYYYY )=<
#16
Posted 10 February 2016 - 03:54

SO SLOOOOOOOW
#17
Posted 25 March 2016 - 06:02

YE so slow
#18
Posted 25 March 2016 - 07:04

the day is coming closer boys, testing it in ranked atm
#19
Posted 25 March 2016 - 09:40

the day is coming closer boys, testing it in ranked atm
cmon dady release the plebchamps
#20
Posted 21 July 2016 - 09:57

Is this still up? :/
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