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FF2 Koishi's Bosses [BeepMan Updated!]


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93SHADoW
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Old 10-14-2014 , 10:34   Re: SHADoW NiNE TR3S's Bosses + Abilities sub-plugin
Reply With Quote #41



I'm thinking of implementing a player respawn system where the # of respawns can be set for each class for Blitzkrieg's plugin.
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Spyper
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Old 10-14-2014 , 12:05   Re: SHADoW NiNE TR3S's Bosses + Abilities sub-plugin
Reply With Quote #42

Quote:
Originally Posted by Maximilian_ View Post
even if I do it, not think that will be better
Translation files are fixing it.Everthing isnt working as we thing.
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Old 10-14-2014 , 12:11   Re: SHADoW NiNE TR3S's Bosses + Abilities sub-plugin
Reply With Quote #43

Quote:
Originally Posted by SHADoW NiNE TR3S View Post


I'm thinking of implementing a player respawn system where the # of respawns can be set for each class for Blitzkrieg's plugin.
1)modifie a plugin
2)rename it
3)??????
4)PROFIT
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93SHADoW
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Old 10-14-2014 , 12:53   Re: SHADoW NiNE TR3S's Bosses + Abilities sub-plugin
Reply With Quote #44

On top of that, is anyone finding Human Sentry Buster's tick tick tick too annoying?
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Maximilian_
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Old 10-14-2014 , 14:22   Re: SHADoW NiNE TR3S's Bosses + Abilities sub-plugin
Reply With Quote #45

Quote:
Originally Posted by SHADoW NiNE TR3S View Post
On top of that, is anyone finding Human Sentry Buster's tick tick tick too annoying?
but it is your plugin, i wanted help you
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93SHADoW
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Old 10-14-2014 , 14:53   Re: SHADoW NiNE TR3S's Bosses + Abilities sub-plugin
Reply With Quote #46

Quote:
Originally Posted by Maximilian_ View Post
but it is your plugin, i wanted help you
i appreciate all your help.

Hopefully in a later build/update, i'll be able to get rid of the giveweapon dependency, but for now, it'll need the giveweapon plugin.
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Demon1198
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Old 10-14-2014 , 22:19   Re: SHADoW NiNE TR3S's Bosses + Abilities sub-plugin
Reply With Quote #47

Quote:
Originally Posted by SHADoW NiNE TR3S View Post
On top of that, is anyone finding Human Sentry Buster's tick tick tick too annoying?
I've heard people say that before, but I don't mind it. Unless there's some kind of Lavender Town Syndrome in there, I think it's pretty funny.
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93SHADoW
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Old 10-15-2014 , 20:11   Re: SHADoW NiNE TR3S's Bosses + Abilities sub-plugin
Reply With Quote #48

Update:
  • Added Handsome Jack to boss list
  • Ability sub-plugin shadow93_abilities.ff2 has been split, and auto-updater enabled for those that use Updater (currently undergoing testing before it is posted)
  • Femscout's rage in abilities pack has been deprecated as rage_new_weapon has been fixed to support the additional attributes her BFB contains (once updated package is posted). You can grab the latest special_noanims here
  • Any-boss rages to remain shadow93_abilities (once post is updated with the new plugins)
  • Boss-specific rages for my bosses to be moved into shadow93_boss_abilities (once post is updated with the new plugins)

When main post is updated, the sub-plugin version will be updated to v1.06 from v1.05. Not sure when i'll post the updated plugins but it won't be too soon.
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VoiDeD
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Old 10-16-2014 , 17:28   Re: SHADoW NiNE TR3S's Bosses + Abilities sub-plugin
Reply With Quote #49

Code:
public Action:event_round_end(Handle:event, const String:name[], bool:dontBroadcast)
{
	if (FF2_HasAbility(0, this_plugin_name, "special_mann_siblingrivalry"))
		{
			ServerCommand("mp_friendlyfire 1");
			CreateTimer(10.0, RivalryTimer);
		}
}
Really? I swear I complained about something similar before. You're on a forum dedicated to SM scripting. If you're unsure of how to implement something correctly: ask.

It's getting somewhat annoying to maintain modifications to the thousand different (but yet exactly the same?) subplugins you keep releasing.

Edit: And on that subject, because you've released multiple subplugins that contain the same abilities, I'm fairly certain that if both subplugins are loaded the abilities will be executed twice.

Edit2: Scratch that, you're rescued by the fact that freak_fortress_2_subplugin.inc actually compares plugin filenames.
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93SHADoW
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Old 10-17-2014 , 03:35   Re: SHADoW NiNE TR3S's Bosses + Abilities sub-plugin
Reply With Quote #50

Honestly it's also a pain having to repack the bosses with a new build, which is why i plan on adding updater support.

I know it probably sounds pointless but the plugin split is so that the standalone abilities plugin wouldn't need to be updated just because i add a boss-specific ability (or patch an existing boss-specific one to fix any possible bugs before they are noticeable).

Unless some bugs are reported regarding the plugin, i won't need to push out another patch for a while until i'm done reworking Reimu's clone spawn (basically limiting the spawn to a single clone and being unable to spawn another unless the clone dies, which the latter, rage_cloneattack lacks).

If anyone finds Human Sentry Buster's ticking too annoying, i may just tweak him so that his ticking only emits from the boss itself, and not as a server-wide bgm. I kinda want to tweak him so that he gains more sentry buster-like behavior but i'm holding back on that for now.

I kinda need help using TF2_RemoveWearable correctly so that it can remove "tf_wearable", "tf_wearable_demoshield" and "tf_powerup_bottle" for the single clone spawn. I currently left it commented out as //TF2_RemoveWearable(clone, ???); as i have no idea how to configure the second part correctly.
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