I did something like this at
neon_inferno's
request.
Code:
"abilityX" //Replace X with your last ability number
{
"name" "rage_projectile_X" // replace X with a number from 0 to 9, up to 10 subabilities can be used
"arg1" "tf_projectile_lightningorb" // Projectile Name
"arg2" "1100.0" // Velocity
"plugin_name" "ff2_castprojectile"
}
"abilityX" //Replace X with your last ability number
{
"name" "rage_projectile_X" // replace X with a number from 0 to 9, up to 10 subabilities can be used
"arg1" "tf_projectile_spellfireball" // Projectile Name
"arg2" "1100.0" // Velocity
"plugin_name" "ff2_castprojectile"
}
"abilityX" //Replace X with your last ability number
{
"name" "rage_projectile_X" // replace X with a number from 0 to 9, up to 10 subabilities can be used
"arg1" "tf_projectile_spellpumpkin" // Projectile Name
"arg2" "1100.0" // Velocity
"plugin_name" "ff2_castprojectile"
}
Another Example Config
Code:
"abilityX" //Replace X with your last ability number
{
"name" "rage_projectile_X"
"arg1" "tf_projectile_rocket" // Projectile Name
"arg2" "1100.0" // Velocity
//The following Arguments are only required if Projectile is not spell
"arg3" "30" // Minimum Damage (Proportional to the Damage Bonus of the Weapon Held by the Boss)
"arg4" "33" // Maximum Damage (Proportional to the Damage Bonus of the Weapon Held by the Boss)
"arg5" "freak_fortress_2/myboss/nuclearwarhead.mdl" // Overriden New Projectile Model
"arg6" "1" // Critical Chance; -1:Random Crits, 1:Crit, 0:No Random Crits
// Ability Management System
"arg1001" "0.0" // delay before first use
"arg1002" "10.0" // cooldown
"arg1003" "ROCKET" // name
"arg1004" "American CROCKET!" // description
"arg1005" "20" // rage cost
"arg1006" "2" // index for ability in the AMS menu
"plugin_name" "ff2_castprojectile"
}
- 1.0.0
- The ability has created
- Ver. 1.1.0 (New Version Attached Bellow)
- Added ability management system support
- Added DUO Boss Support
- Added Menu Ability Compability
- Added compatibility of ff2_summonaboss
- Multiple projectile shots have now been removed for innovation. (Maybe it can be added back to the subplugin other new versions)
- Ver. 1.2.0
- Removed Subplugin Debugging
- Summon a Boss functions have been replaced with the most up-to-date versions
- Added a new argument determines new projectile model
- Min-Max Damage arguments now supports Formula input
The Old Version 1.0.0 (Old version Attached bellow the zip)
Spoiler
Code:
"abilityX"
{
"name" "rage_projectile"
"arg1" "1" //Projectile Type (Listed Bellow)
"arg2" "5" //How many Projectile will be casted?
"arg3" "2.1" //Duration between two casted projectile,(This is also delay after rage usage) Float Value
"arg4" "1105.2" //Projectile speed, Float Value
"arg5" "5" //Crit Chance, Int value (def. %5/0.1)
"arg6" "1" //Min Damage of Projectile (def. 20)
"arg7" "20" //Max Damage of Projectile (def. 80)
"plugin_name" "ff2_castprojectile"
}
Projectile Types- -2 = Random Rocket
- -1 = Random Spell
- 0 = Random From All
- 1 = Fireball
- 2 = Swarm of Bats
- 3 = Lightning Orb
- 4 = Meteor Shower
- 5 = Monoculus
- 6 = Rocket
- 7 = Sentry Rocket
-All arguments required if youre using Rocket/Random All
-Only first four argument required if youre using spells
Known Issues- Boss's Melee Weapon Multiply Projectile's Damage (Can be Resolved With Rage Timed Weapon. Unless if Boss Using Multiple Weapons)
- Argument 2; Also becomes delay before first shoot.
- Some of Projectiles Cannont Get Any Crit value (Shot Circuit Energy Ball, Cow Mangler etc)
- Argument 5; Crit Value Not That Stable, It Is Recommended Not To Increase The Value Above "8"
- Plugin is not DUO Boss Friendly