After some thinking, I thought it was about time I archived everything I've done into 1 thread, this includes anything ranging from boss edits, to original bosses, and ability edits, to original abilities.
I will put everything here from now on, and keep everything updated and working, anything new from me you'll find below.
RubberFruit Yes, he's supposed to be red
Spoiler
The deranged kleptomaniac soldier joins the roster of freaks, and is up to his devious ways, stealing weapons and hats from mercs with one simple word:"MINE!" The Freak:
Charged ability: Superjump, Standard strength, 3 second charge, 5 second recharge; Weighdown
Rage: Sentry Stun, Medium Range; MINE!: Randomly steals a primary or secondary weapon from a player, with another random chance to steal a sentry
"WE are a mistake of nature! WE ARE SOLGINEER!!"
Solgineer joins the roster of freaks slinging rockets here and there and teleporting everywhere!
I was hesitant to release this guy because he has no model, but since I gave Haxray this guys ability subplugin, I figured I may aswell have this guy out there since the ability is now public
The Freak:
Charged Ability:Fires a rocket for 5 rage, 12 second recharge and does between 150-200 damage
Rage: Instantly teleports to someone with a 4.5 second uber
He uses a Dynamic Defaults version I created for the paticles, it's included in download, and ROTT's subplugin for the rage
I had planned more for this guy, but sort of gave up. He's currently using an almost exact replica of Bionic Commando's config, and uses the sounds that came with it, but I plan to change the sound locations, and add some.
You can't stop the rock!
This guy was just something I saw in a video that I REALLY wanted to make, while not an actual freak, his concept in itself was good enough to warrant a boss
The spirit guardian of business lunch! He has come to punish all the mercs for fighting all these years and continuously killing everyone, noone is safe from this angry deity! The Freak:
Superjump replacement: Press secondary attack to toggle draining rage in order to "flap" your wings, drain rate is a very high value for now.
Rage: Stuns everyone around him and himself for a "prayer time", get's 3 smites abilities that activate with reload and kills a random person around him.
Loss of life: He is stunned and invulnerable, golden beams of light descend from the heavens to drag the mercs up into the great beyond.
Theme: I couldn't find anything to suite him, will take suggestions
And here's his ability configs:
Code:
"abilityX" // Replace x with a number numbnuts
{
"name" "heffe_reincarn_rapture" // Life loss "Grey Alien"
"arg1" "15" // How many beams
"arg2" "0.2" // Time between spawns
"arg3" "800" // Range
"arg4" "400" // Velocity of push to start the move upwards
"arg5" "12" // Damage per tick while in rapture
"arg6" "30" // Push factor of beams
"arg7" "2.0" // Beam stun time, will be reapplied every 1 second(s)
"arg8" "10.0" // Beam lifetime (the particle lasts 10s)
"arg9" "8.0" // Blind duration upon rage
"arg10" "0.85" // Length of beam at which to slay the player outright (based on 1000 units)
"plugin_name" "ff2_death"
}
Code:
"abilityX" // Replace x with a number numbnuts
{
"name" "rage_heffe"
"arg1" "" // Range
"arg2" "" // Stun duration
"arg3" "" // Number of smites allotted per rage
"arg4" "1" // Button type to use the ability; 1 = Secondary Fire, 2 = Reload, 3 = Special Attack
"plugin_name" "ff2_death"
}
Code:
"abilityX" // Replace x with a number numbnuts
{
"name" "dot_heffe_jump"
"arg1" "" // Amount of rage drained per second
"arg2" "" // Force multiplier for the jump; for reference, 100 = standard superjump
"arg3" "" // Time between being able to flap your wings
"arg4" "sound/freak_fortress_2/heffe/flap2.mp3"
"plugin_name" "ff2_death"
}
This guy has no origin, he only came to be because I wanted a boss to go with some abilities I wanted to make, just so happened Pyro has some items that look amazing together for the abilities The Freak:
Charged ability: This guy actually has 2 mobility options: A superjump using the spell, and a teleport also using the spell, he can switch between them at will. Superjump is for gaining height, teleport is for gaining distance.
Rage: He has a plethora of spells in his arsenal thanks to an AMS system, switch between them at will.
Special Ability: Instead of having a normal weapon, he launches a fireball every X seconds when he attacks
Theme: Not sure what to give this guy as a theme
Now for his ability configs, his mobility options also come as individual abilities
Code:
"abilityX" // Replace X with a number numbnuts
{
"name" "special_jumpmanager" // Handles switching between the 2 jumps, use charge_magicjump/tele for individual jumps
"arg1" "1" // Key to switch abilities, 1 = reload, 2 = special attack, 3 = secondary attack(Not recommended)
"arg2" "1" // Key to activate ability, 1 = secondary attack, 2 = reload, 3 = special attack
"arg3" "1" // Replace standard HUD? (Prevents flicker, recommended to have on)
// Starting now will set the properties of each jump, 4-6 is magic jump, 7-9 is magic tele
"arg4" "" // Charge time
"arg5" "" // Cooldown time
"arg6" "" // Time before first use
"arg7" "" // Charge time
"arg8" "" // Cooldown time
"arg8" "" // Time before first use
"plugin_name" "ff2_death"
}
Code:
"abilityX" // Replace X with a number numbnuts
{
"name" "special_spellattack"
"arg1" "1.75" // Cooldown between attacks
"plugin_name" "ff2_death"
}
Code:
"abilityX" // Replace X with a number numbnuts
{
"name" "charge_magicjump"
"arg1" "" // Charge time
"arg2" "" // Cooldown time
"arg3" "" // Time before first use
"arg4" "1" // Button for activation, 1 = secondary attack, 2 = reload, 3 = special attack
"plugin_name" "ff2_death"
}
Code:
"abilityX" // Replace X with a number numbnuts
{
"name" "charge_magictele"
"arg1" "" // Charge time
"arg2" "" // Cooldown time
"arg3" "" // Time before first use
"arg4" "1" // Button for activation, 1 = secondary attack, 2 = reload, 3 = special attack
"plugin_name" "ff2_death"
}
This also adds config options to go with the abilities:
Everyone should remember this guy from the good ol' days of the internet, back when one of the first few maymay's were being born.
Someone actually made him on here a long time ago, but it didn't really do him justice, so I bring you today: Dr. Octogonapus, featuring his all powerful lazer. The Freak:
Charged ability: Superjump, Standard strength, 3 second charge, 5 second recharge; Weighdown
Rage: Freezes in place while saying his famous phrase, then unleashes a huge destructive lazer that can go through walls
Theme: I can't find one for this guy, suggestions welcome
I had an idea to have the round start by firing a lazer at the mercs during setup, but it doesn't work sadly.
His rage is setup like so:
Code:
"abilityX" // Replace X with a number numbnuts
{
"name" "rage_octogonapus"
"arg1" "" // Delay before firing
"arg2" "" // Beam damage
"arg3" "" // Beam size (1.0 = size of a bullet)
"arg4" "-1.0" // Beam max length, -1 = infinite
"arg5" "1" // Ignore walls?
"arg6" "1" // Ignore uber?
"arg7" "0.0,0.0,0.0" // Beam min's
"arg8" "0.0,0.0,0.0" // Beam max's
// Beam RGB
"arg9" ""
"arg10" ""
"arg11" ""
"plugin_name" "ff2_octogonapus"
}
Noone really knows this guys true intentions, but it's very clear he's got some quarrel with Merc's and likes to throw his specialized jar of Jarate that is actually full of fireants The Freak:
Charged ability: Superjump, Standard strength, 3 second charge, 5 second recharge; Weighdown
Rage: Spawns 3 jars of jarate that cause bleed on hit, and can be configured to remove or keep minicrits
"abilityX" // Replace x with a number numbnuts
{
"name" "rage_wanker"
"arg1" "" // Mode, Jarate and bleed, or just bleed, 1 = just bleed
"arg2" "" // Ammo
"plugin_name" "ff2_death"
}
As many of you know, the "sound_ability" portion of the config only let's the rage sound emit from the boss at a certain distance, this will emit the sound to the whole server
Update: Now adds the config option "sound_all" instead of using the args
Code:
"abilityX" // Replace X with a number numbnuts
{
"name" "rage_sound"
"arg1" "path/to/sound.mp3"
"plugin_name" "ff2_ragesound"
}
Basically, the config option "sound_kill", but only plays it to the recipient, not the whole server
Code:
"abilityX" // Replace X with a number numbnuts
{
"name" "kill_sound"
"arg1" "path/to/sound.mp3 ; path/to/other/sound.mp3"
"plugin_name" "sound_on_kill"
}
Basically the same thing as rage_new_weapon, but has a timed function
Code:
"abilityX" // Replace the x with a number numbnuts
{
"name" "rage_timed_new_weapon"
"arg1" "" // Weapon classname
"arg2" "" // Weapon index
"arg3" "" // Weapon attributes(You should know how to do this, but e.g. "2 ; 3.0"(Damage bonus)
"arg4" "" // Weapon slot (0: Primary, 1: Secondary, 2: Melee)
"arg5" "" // Weapon off hand ammo (Or clipless weapons ammo)
"arg6" "" // Weapon clip ammo
"arg7" "" // Make them equip it?
"arg8" "" // Duration to keep the weapon, set to 0 to keep the weapon
"arg9" "" // Hide the weapon?
"plugin_name" "ff2_tnw"
}
I should mention, that it probably has some redundancies in it, I'm notorious for doing that ff2_tnw.ff2 ff2_tnw.sp
Body Effects:
Spoiler
Adds various effects that apply to the character model, check out the HHHJr. config below for it's usage, I gave him his full counterpart look!
Footprints:
Code:
"abilityX" // Replace X with a number numbnuts
{
"name" "footprints"
"arg1" "" // Type
// 1: Team Spirit
// 2: Gangreen
// 3: Violent Violet
// 4: Rotten Orange
// 5: Bruised Purple
// 6: Headless Horseshoes
// 7: Corpse Gray
"plugin_name" "ff2_bodyeffects"
}
"abilityX" // Replace X with a number numbnuts
{
"name" "eye_effect"
"arg1" "1" // Effect
// 1: Fire Horns
// 2: Cerebral Discharge
// 3: Tornado
// 4: Flames
// 5: Singularity
// 6: Incinerator
// 7: Hypno-Beam
"arg2" "1" // Color
// 1: Team Shine
// 2: Deadly Daffodil
// 3: Manndarin
// 4: Mean Green
// 5: Agonizing Emerald
// 6: Villainous Violet
// 7: Hot Rod
"arg3" "0" // Tier (0-1 = 1-2)
"plugin_name" "ff2_bodyeffects"
}
Foot Quakes:
Code:
"abilityX" // Replace X with a number numbnuts
{
"name" "foot_quakes"
"arg1" "325.0" // Range to shake people
"arg2" "1" // Show the effect to the boss?
"plugin_name" "ff2_bodyeffects"
}
Also known as rage_condition: I fixed a problem it had that caused it the only affect half the players in it's range, and added several other conditions
Koishi's plugin trumps this, but I'm keeping it here for completionist's sake
Code:
"abilityX" // Replace X with a number numbnuts
{
"name" "rage_condition"
"arg1" "0" // sets condition
"arg2" "0" // sets duration, if possible
"arg3" "0" // sets range, if possible
"plugin_name" "ff2_darthmule_stripped"
}
//Value 0: Ignite
//Value 1: Bleed
//Value 2: Restrict to Melee
//Value 3: Marked for Death
//Value 4: Milked
//Value 5: Jarate'd
//Value 6: Bonked
//Value 7: Battalion's Backup buff (Boss only)
//Value 8: Whip speed buff (Boss only)
Updated Server Wide Rage Sound: Fixed a semi-rare case where the sound refused to play, and also made it a little more reliable in it's processing of sounds