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Azazel Purchasables - Elixiers (#2156)
* Implementing #2110 * Added summon KV and extra abilities Assumed 300 MS for farmer and 1.0 turn rate for all summons. * Added azazel summon item entries and basic functionality * Finished implementing #2111 - Used "funny" names for the summons, just change them if you don't like them or think they're not clear enough. - Summon stats are tied to their actual stat block in npc_units_custom; the values in the item just change tooltips. - The Farmer's cleave stats are tied to the ability's KV, not the item's; again, the item's KVs just change tooltips. If the whole KV/tooltip thing is a bother, it can be changed, but I thought it was outside the scope of the issue, since the current behavior is easier to implement and consistent with (almost) every vanilla summon ability in the game. * travis * missing tooltip for modifier "dota_tooltip_modifier_azazel_summon_farmer_innate" - it's a hidden modifier that needs no tooltip. * item/ability ID conflicts - fixed * "cost is set correctly in kv for item_elixier_sustain_4" - I assume this means incorrectly. The items all cost 100g (recipe) + their core's cost (1500/2500/3500/4500) so I don't see the error here, but i set everything to 100 anyway, assuming cores have no real value. * "[item] has reverse compatible upgrade [core x]" - If I understood correctly, this is intended. * blah blah whitespace - fixed * blah unused variable - fixed Also made the items temporarily purchasable in the regular shop. * seems like travis' "next free ID" is a fat old lie fixed conflicting item/ability IDs * test test * Fix Travis
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