-
Notifications
You must be signed in to change notification settings - Fork 1
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
obliterator #7
obliterator #7
Conversation
Cokemonkey11
commented
Oct 12, 2021
•
edited
Loading
edited
- Untested because of vscode run wurst map results in error wurst.startmap failed, but only on some projects wurstscript/WurstScript#1034
hm, did you test the spell? It doesn't work for me |
@Frotty @Overkane I cannot really fix/test this because of wurstscript/WurstScript#1034 I converted to draft for now |
5b5ae77
to
b870ebf
Compare
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
- map name should stay, since it doesn't refer to the commit. I can change it later by another commit.
- howl of terror package should be merged again and consider new fixes to it. It won't be changed on master for some time I believe.
- can't say much about CreepAggro.wurst additions, if it works, then it fine I guess.
Obliterator spell.
- It doesn't work well.
I got below 50% of hp.
I got 50 str and cuz of it health went to ~70% of hp.
When I got below 50% of hp again, 50 str stayed, but I healed a bit to like 55% of hp.
And then it repeats, so you just can't die, cuz you heal everytime you get below 50% of hp. - Anyway, that's 50 str forever? Or when you get above 50% of hp, you get -50 str?
- OblitiratorData is here to make the spell MUI? But I think you could make it simple, consider that there is can only be the one demon lord at the time.
- If I not misunderstood, the spell set aggro to 200 for near creeps when hero below 50% of hp?
Coke didn't merge, he just took his changesOn Oct 20, 2021 19:29, Stanislav ***@***.***> wrote:
@Overkane commented on this pull request.
In wurst/heroes/heroes/DemonLord/HowlOfTerror.wurst:
RealLevelClosure HP_RECOVERY = lvl -> 100.0 + 50 * (lvl-1)
init
- EventListener.add(EVENT_PLAYER_UNIT_DEATH) ->
- let killer = EventData.getKillingUnit()
- if killer.getTypeId() == DEMON_LORD_ID and EventData.getTriggerUnit().hasAbility(BuffIds.howlofTerror)
- let level = killer.getAbilityLevel(HOWL_OF_TERROR_ID)
- killer.addStr(STR_BONUS.run(level))
- killer.addHP(HP_RECOVERY.run(level))
- flashEffect(Abilities.deathCoilMissile, killer.getPos())
+ DamageEvent.addListener(5) ->
but why is this part missing? I added aggro and fixed that bug and frotty fixed addHp to custom heal system
—You are receiving this because you were mentioned.Reply to this email directly, view it on GitHub, or unsubscribe.Triage notifications on the go with GitHub Mobile for iOS or Android.
|
nah just botched 3-way diff, didn't read your changes that carefully. reverted my change on this area now |
✅
Reverted my changes, it was stupid to bother with merge
Yep it works
I tested this carefully now and it seems that there is a problem here. The expected behavior is that (1) remove strength (2) check health (3) re-add strength would achieve two things (check health without bonus, to find out if bonus should still be applied, (2) not change health In fact, it seems that removing and re-adding strength actually heals a bit, because removing strength is not allowed to reduce hero's HP below 1.0: Added a note to jassdoc about it
Yes, that's how it works, but it should calculate "above 50% hp" without the bonus strength (linked above)
No, ObliteratorData enables idempotent management of vampiring aura effect. DEMON_LORD_STR_BONUSES is for MUI. I can change this if you want, but I think it doesn't matter.
Yes, now increased to 400 and changed from "set" function to "math max" function. @Overkane based on the unlimited healing notes above, I would have to rethink how to make this work reliably. Do you prefer if I scrap it and make a new idea, or revisit how to make it work? I think it depends - do you like the design or not? |
I think Overall I like that kind of "enrage" mechanic. Seems fitting for demon hero. |
Yep, that is how it works. The flat bonus also has more relevance in early game than late game. I think it makes the behavior more interesting, personally.
Okay, I like your idea too. I thought about it more and realised that this isn't much different than simply switching strength bonus to agi bonus, which doesn't have the "healing problem" that str has. Let me know what you think. IMO this is good to go. |
I think you should actually play test the hero and don't just assume stuff works fine, especially in late game. |
I think that's strange, that str hero gets agi bonus so instead of attributes could switch to something else. |
I have definitely play-tested, but only up to ~first boss. I think it makes more sense to agree general design is interesting before refining specifics and playtesting balance. I also disagree fundamentally that there is anything in need of balance testing here. At the end of the day, there are much bigger balance concerns and without metrics, every judgment about balance is prone to bias.
Nice, thanks, I found it and integrated. It is pretty elegant apart from object hierarchy.
Thanks, fixed.
Yes, it's meant to lose everything when HP goes back up. But I found a nice way to do this with frentity::Buff 👍
Can you explain this a little more? Do you mean that you feel that it's thematically strange to add agi since it's a str hero, and you prefer to add (attack speed, movespeed, armor) since thematically it seems more neutral? |
Yes. With agility, hero would also get an armor bonus. So I think this ability could be like enrage, which gives bonuses only to attack, cuz that would be strange, if in rage you get defensive bonuses. That's more fitting to current hero, considering he is a demon, so he also can take a good use of his splash. |
@Overkane okay, switched from agi bonus to two other bonuses:
Also tested and everything looks good to me. |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Seems nice. You could make last adjustments I mentioned and I think we are good.
@Frotty what do you think?
seems nice, thank you! |