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Challenge start - hunted forever #73227
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Spell checker encountered unrecognized words in the in-game text added in this pull request. See below for details. Click to expand
This alert is automatically generated. You can simply disregard if this is inaccurate, or (optionally) you can also add the new words to Hints for adding a new word to the dictionary
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Swole is a real word, fight me dictionary bot. You won't. You're not swole. |
You can make the dictionary swoler with words by adding swole to it. |
I like this idea but man I'd love if instead of just getting a buff, it mutated to 2nd and 3rd forms. |
to what forms? |
i think that's pretty much overkill |
Overkill yes. But I just found it neat and thematic. |
While we don't have to copy resident evil i like the idea of the hulk evolving because eventually the player will get too strong and it will be a nuisance at best |
Looking forward to giving this thing increasingly-strong psionic powers in MoM |
Enchantment code/enchantments added to monsters wasn't previously set up to actually evaluate conditions inside the enchantment. Now it is. |
I don't think we currently have a way to do this in JSON, but if you know of a way I'm open to listening. At the very least this PR just makes a simple provision to respawn the nemesis when appropriate (the new scenario), a little kludge to get the effect onto our nemesis friend, and then all the important JSON-y bits to go from there. So if we do have a JSON way to do that, it can always be bolted on later. Or the effect and enchantment can be tuned up/down/sideways/whatever as desired. |
Can you cage him? And prevent the buffs. I would like to believe that an incremental buff to hp and damage is better than speed and armor. At least not speed so you can run away. I know you might have gone with a doomed to die scenario with this PR, but i would personally like the scenario more if there was just an everlasting growing threat. If his damage increases, he would be able to bash down concrete and stuff too to get to you. |
Nothing personnel, kid. |
Summary
Content "Challenge start - hunted forever. Starts with the nemesis, but it comes back stronger everytime it dies"
Purpose of change
Describe the solution
Add some code to wrap around the nemesis mission causing it to respawn on death unless we've reached the kill count (of 1). Gave the existing nemesis mission a kill count (of 1) so it doesn't respawn. Give any monster with the NEMESIS flag a permanent effect which has a JSON-defined enchantment that powers up as more nemesis die (counter is increased by dead nemesis' death function, can be increased by other JSON means as normal too).
Describe alternatives you've considered
Fully EOC'd?
Testing
Currently in draft because this is not how you do JSON enchantments (it whines that the value isn't constant. Of course it isn't!)It is how you do JSON enchantments! It just wasn't evaluating the values at all, which is why it expected a constant.Spawned and killed some nemesis, no errors.
Spawned and killed a LOT of nemesis, got punted around like a soccer ball as the super-speedy nemesis proceeded to dash across the screen in a single turn. Debug teleported back towards it and tried to kill it with a tempered steel katana only for the weapon to ineffectually bounce off its now 100+ armor.
Additional context