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Improved hologram behavior #36800

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merged 1 commit into from
Jan 10, 2020
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John-Candlebury
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@John-Candlebury John-Candlebury commented Jan 8, 2020

Summary

SUMMARY: Balance "Improved behavior for the hologram cloak holograms"

Purpose of change

The previous behavior of the holograms was a rather erratic and too lifelike, with them dynamically reacting and escaping foes. This also made the cloak difficult to use, since it was possible for the holograms to just flee towards you, making them useless.

Will fix #25533

Describe the solution

Holograms will continuously walk in the specified direction for about two overmaps, ignoring anything nearby.

They now use the same disappearing mechanic as spell summoned monsters, no more random dissapearing. They will last 60 seconds or until they are successfully hit. No more insanely short lived or very long lived holograms

Since they are friendly monsters now, your turrets or pets wont attack them.

Testing

Use hologram cloak and notice that the holograms will walk the specified distance for about two overmaps, and then stop before disappearing. All while completely ignoring everything

@John-Candlebury John-Candlebury added <Bugfix> This is a fix for a bug (or closes open issue) [C++] Changes (can be) made in C++. Previously named `Code` [JSON] Changes (can be) made in JSON Monsters Monsters both friendly and unfriendly. labels Jan 8, 2020
@Brian-Otten
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Sounds like a lovely feature to me, hope it makes it in.

@ZhilkinSerg ZhilkinSerg merged commit 4ced5db into CleverRaven:master Jan 10, 2020
@John-Candlebury John-Candlebury deleted the hologram branch June 28, 2020 15:35
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<Bugfix> This is a fix for a bug (or closes open issue) [C++] Changes (can be) made in C++. Previously named `Code` [JSON] Changes (can be) made in JSON Monsters Monsters both friendly and unfriendly.
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Friendly turrets attack player hologram without IFF check
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