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Carapace Boss - Code #2171

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merged 18 commits into from
Apr 25, 2018
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TideSofDarK
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@l34Um1
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l34Um1 commented Apr 14, 2018

This constantly crashes when I try to test it. Maybe a precaching issue?

Edit: nevermind, I'm just crashing for some reason.

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l34Um1 commented Apr 23, 2018

When I test it, hitting the crystals doesn't seem to increase the damage the boss takes. You should also make the boss bigger, so it's easier to target him and further decrease the turn rate. When increasing his size do also increase the distance of the headbut as well as it's width.

@TideSofDarK
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@l34Um1 it definitely does, its just made so bonus damage is separate infliction

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l34Um1 commented Apr 23, 2018

Then it needs some sort of visual indicator for that. If I couldn't tell, the players won't be able to either.

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i'll attempt to add some particle to it

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l34Um1 commented Apr 23, 2018

Sick. Ready to merge imo.


local enemies = self:GetEnemies()

for k,v in pairs(enemies) do
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avoid using one letter variables and don't name if you are not using, try something more meaningful like:
for _,victim in pair(enemies) do

@@ -0,0 +1,104 @@
function Spawn( entityKeyValues )
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try to follow the naming convention with ai_ prefix for AI files

"DOTAUnits"
{
//=================================================================================
// Boss tier ?
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Tier 2

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Should be fine as well

1000,
DOTA_UNIT_TARGET_TEAM_ENEMY,
DOTA_UNIT_TARGET_HERO,
DOTA_UNIT_TARGET_FLAG_MAGIC_IMMUNE_ENEMIES + DOTA_UNIT_TARGET_FLAG_FOW_VISIBLE,
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the boss should target invisible units right?

@carlosrpg carlosrpg merged commit 8dd0432 into OpenAngelArena:master Apr 25, 2018
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4 participants