warpdragon

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Mar 12th, 2018
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  1. # Boss: Swiper (Code)
  2.  
  3. ## 1. UNIT
  4.  
  5. ### 1.1. Lua
  6.  
  7. We have several bosses already implemented which you should feel free to use as inspiration/reference. Also you can reference some other custom games which have boss fights including [Second Day of Frostivus][www.github.com/openangelarena/frostivus2017] where you will find our IO boss (designed by Yahnich). Files should follow the structure already established in the components subfolders (abilities, boss, etc) and reference any necessary libraries (libraries and internal folders).
  8.  
  9. - Unit AI: The boss should utilize a thinker in order to attempt to cast spells from a sub-list of his spells but only if they are off cooldown. The sub-list of spells, the level of the spells, and their respective cooldowns, depends on the boss phase. Furthermore, in Phase 3 the boss should cast Deathly Apparition immediately before the wind-up of his other spells when possible. Finally, AOE spells should perform a calculation to attempt to hit as many units as possible and ranged spells should attempt to hit far away units, and this is discussed later under "Abilities".
  10.  
  11. ### 1.2. KV
  12.  
  13. The following list of required unit properties to be outlined in KV is not exhaustive and coders should expand upon it as required.
  14.  
  15. - Armor: boss average
  16. - Magic Resist: boss average
  17. - Status Resist: boss average
  18. - Hitpoints: boss average
  19. - Hitpoint Regen: boss average
  20. - Manapoints: boss average
  21. - Manapoints Regen: boss average
  22. - Attack Behavior: No auto attack
  23. - XP Bounty:
  24. - Gold Bounty:
  25. - Inventory: Upgrade Core, Boss Heart
  26. - Abilities: Thrust, Frontswipe, Backswipe, Reaper's Rush, Deathly Apparition
  27. - All settings typical to other bosses which are relevant.
  28.  
  29. ### 1.3. Tooltips
  30.  
  31. A tooltip file should be created and list
  32.  
  33. - Name: Sabnock
  34. - Description: the Swordsman
  35. - Lore: Demon.
  36.  
  37. ### 1.4. Model & Animations
  38.  
  39. Temporary models are needed for the purposes of coding and testing the boss properly. The base boss model should be used from the pool of existing dota 2 models respecting considerations such as attack range and basic necessary animations. FollowEntity() or a similar wearables library-related method should be used to attach a temporary sword of some kind.
  40.  
  41. Range: Melee
  42.  
  43. ### 1.5. Animations
  44.  
  45. - Additional ability animations detailed in Abilities section.
  46.  
  47. ## 2. ABILITIES
  48.  
  49. All abilities should be telegraphed by a particle effect outlining the location, area, and general motion of the ability. Abilities require a significant "wind-up" animation to play accompanied by the creation of this targetting reticle particle before executing the damage, so players will learn to dodge his abilities. For the purposes of coding the basic boss, custom particles are not required, but a filler particle must be used. Particles can be hidden or commented out at the coder's discretion, but the particle code must be complete and working.
  50.  
  51. ### 2.1. Lua
  52.  
  53. - Boss Resistance: Used by all bosses.
  54.  
  55. - Cliffwalking: Used by all bosses
  56.  
  57. - Thrust: Long range (~600u), targeting the ground at the location of a player furthest away from the boss up to a certain range. Damages in an AOE line.
  58.  
  59. - Frontswipe: Swing the sword in a 180-degree arc counter-clockwise. Short range (~200u), targetted to hit as many players as possible.
  60.  
  61. - Backswipe: Occasionally (~25%) and immediately follows frontswipe swinging the sword in a 180-degree clockwise arc. Short range (~200u).
  62.  
  63. - Reaper's Rush: Holds the sword to the right, perpendicular to his facing direction. Runs quickly to a far away location in the arena in the direction of the highest concentration of players. Players hit by the sword take massive damage. Enemies hit by the boss's body take moderate damage, are pushed away (~100u), and are slowed. Upon reaching his destination, swings the sword in a 360-degree arc counter-clockwise.
  64.  
  65. - Deathly Apparition: Blink into advantageous position (with lots of convenient targets nearby).
  66.  
  67. ### 2.2. KV
  68.  
  69. KV should account for abilities with 3 levels corresponding to the 3 phases. Damage should increase per level. Cooldown should decrease per level.
  70.  
  71. - Thrust: Delay, Range, Width, Target_Max_Range, Target_Min_Range, Damage, Cooldown
  72. - Frontswipe: Delay, Start_Angle, End_Angle, Range, Min_Targets, Target_Max_Range, Damage, Cooldown
  73. - Backswipe: Delay, Start_Angle, End_Angle, Range, Damage, Cooldown
  74. - Reaper's Rush: Delay, Speed, Max_Range, Min_Range, Min_Targets, Push_Length, Slow, Slow_Duration, Max_Damage, Min_Damage, Start_Angle, End_Angle, Cooldown
  75. - Deathly Apparition: Range, Cooldown
  76.  
  77. ### 2.3. Tooltip
  78. - Name, Description, KV-entries, Lore
  79.  
  80. ### 2.4. Icons
  81. - Filler icons
  82.  
  83. ### 2.5. Particles
  84. Telegraph particles should accompany the wind-up animation and have a lifespan of approximately the same timespan.
  85.  
  86.  
  87. ### 2.6. Animations
  88.  
  89. If the following animations cannot be found in the same hero, get as close as you can with as many as you can:
  90.  
  91. - Run: With sword perpendicular to him (the model used should have a "special" run animation in addition to his normal run. Use that animation here. Animations can be viewed in the Dota 2 tools model editor)
  92. - Ability: Thrust weapon forward
  93. - Ability: Swipe weapon clockwise
  94. - Ability: Swipe weapon Counterclockwise
  95.  
  96.  
  97. ## 3. MODIFIERS
  98.  
  99. ### 3.1. Lua
  100. - Slow Modifier: Units slowed by Rush should have a modifier indicating this
  101. - Any other modifier required by previous coding.
  102.  
  103. ### 3.2. Tooltip
  104. - Name: Required.
  105. - Description: Required. Should reference KV entry for any relevant values.
  106.  
  107. ### 3.3. Icons
  108. - Filler icons
  109.  
  110. ### 3.4. Particles
  111. - Overhead filler particle indicating slowed status
  112.  
  113. ## 4. PHASES
  114.  
  115. ### 4.1 Phase One
  116. - Active while boss is between 100 and 75% HP
  117. - Sub-list of abilities: Thrust, Frontswipe and Backswipe
  118.  
  119. ### 4.2. Phase Two
  120. - Active while boss is between <75% and 50% HP
  121. - Sub-list of abilities: Thrust, Frontswipe, Backswipe, Rush
  122. - Particle/Model: Boss model should gain an indicator particle or model modification to indicate that he is in stage 2
  123.  
  124. ### 4.3. Phase Three
  125. - Active while boss is between <50% and 0% HP
  126. - Sub-list of abilities: Thrust, Frontswipe, Backswipe, Rush, Teleport
  127. - Particle/Model: Boss model should gain an indicator particle or model modification to indicate that he is in stage 3
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