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Slime Boss - Code #2176
Slime Boss - Code #2176
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Shake isn't supposed to make the boss invincible. It shouldn't be interruptable though. It should also instantly show where the projectiles are going to land and it should last longer with each cycle having projectiles going to a new location. |
Please explain "last longer" part. You mean this stunned condition? |
Currently it is one cycle long with that cycle lasting maybe a second (not sure how long exactly). The ability should last ~6 seconds with multiple cycles. The longer the duration the more cycles. |
So it shouldnt be single burst and projectiles should appear consequentially in groups of like 6 or smth, right? |
Yes |
Here it is. Projectile number, delay etc, everything, can be adjusted in ability kv. |
- Added all of swiper's effects for his different actions
@l34Um1 did you spawn it using console? chris asked me to make it work using bosses.lua, and that way it adds BossTier variable to boss on spawn. ai is not working if its not set |
Oh, I'm just spawning using cheats. Can you explain to me how to spawn them with console? |
It should work with cheats now. |
@TideSofDarK On \game\scripts\vscripts\settings.lua BOSS_RESPAWN_START replace BOSS_RESPAWN_START for 0 if you want the boss to spawn immediatly. |
- Doubled the size of all ieffects - Improved alpha fade in/out and general transparency - Fixed rotation issues with frontswipe and backswipe - Improved Thrust and Rush alignments & Sword placement/rotation - Generally improved overall visuals & clarity of all effects
don't other bosses start same spam on death? |
Not for me. |
Fixed both things |
Please make him invincible during the shake before a split, but only during that one. Then we are done and I think this can be merged. |
done |
@l34Um1 do you want to mege this before the model is done? if so, which model do you have in mind? |
Yes. Isn't there a siltbreaker slime boss model? Tier is in the issue for the bosses |
Why do the Swiper particles are in this PR? can you remove them? |
…is part of the master branch now
Should be fine |
thisEntity.hJumpAbility = thisEntity:FindAbilityByName( "boss_slime_jump" ) | ||
thisEntity.hSlamAbility = thisEntity:FindAbilityByName( "boss_slime_slam" ) | ||
thisEntity.hShakeAbility = thisEntity:FindAbilityByName( "boss_slime_shake" ) | ||
-- thisEntity.hReapersRushAbility = thisEntity:FindAbilityByName( "boss_swiper_reapers_rush" ) |
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remove it
local unitName = caster:GetUnitName() | ||
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local function CreateClone(origin) | ||
local clone = CreateUnitByName(unitName, origin, true, nil, nil, caster:GetTeamNumber()) |
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I think you need to copy the items from the parent, so the copies have heart and the core.
also if you are in fact killing/let the original one die you have to create a spawner unit that will die only when all the splits die as well, otherwise it will not reward the core or reward the core on the first phase kill.
take a look at npc_dota_creature_temple_guardian_spawner
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fixed
"DOTAUnits" | ||
{ | ||
//================================================================================= | ||
// Boss tier ? |
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Tier 2
Tides you gonna do the changes carlos requested? |
Yeah sure |
@l34Um1 imo ready to be merged |
if thisEntity == nil then | ||
return | ||
end | ||
thisEntity.bForceKill = false |
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This whitespace in this file is insane, go through and fix up the indentation. Using an editor that supports .editorconfig
will help a lot.
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