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Azazel Purchasables - Summons | 30€ Bounty #2111

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l34Um1 opened this issue Mar 23, 2018 · 4 comments
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Azazel Purchasables - Summons | 30€ Bounty #2111

l34Um1 opened this issue Mar 23, 2018 · 4 comments
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@l34Um1
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l34Um1 commented Mar 23, 2018

Azazel

Azazel is a fallen angel that runs a shop in the center area of the map. This is a major new feature. This issue contains the second set of purchasable items.

Unlike the regular shop, Azazel does not trade in gold. Instead all items in his shop are only available for purchase via cores. Purchasables listed as Tier 1 will require a Tier 1 core and a 100 gold recipe, Tier 2 requires a Tier 2 core and a 100g recipe, etc.

Summons

Summons are one time consumables that summon a controllable creature when used. These don’t get oneshot by charger, aren’t able to dominated or stolen away. They are considered heroes for all ability purposes. They can't be stacked in inventory and only one may be active at a time. Using a summon when another one is active destroys the previous one. We currently have 3 Summons and each Summon comes at 4 power levels. All Summons last 5 minutes or until killed.

The Summons

  • Tank: A slow, very tanky unit that does close to no damage, used for tanking bosses. Ogre Model. Melee.
  • Scout: An invisible, small and fast unit. No attack values. Used for scouting. Small Satyr Model.
  • Farmer : A unit with a cleaving attack and damage block, used for killing creeps. Ancient Prowler Acolyte model. Melee.

Tier 1

  • Tank 1: 50 Armor, 10 000HP, 250 MS, 2s Attack time, 100 damage, 800 day/night vision, 0% Magic Resistance, 0 HP Regen.
  • Scout 1: 0 Armor, 350 MS, 500 HP, 1200 day/night vision, 0% Magic Resistance, 0 HP Regen. Permanent Invisibility, can't attack.
  • Farmer 1: 0 Armor, 2000 HP, 50 damage block with 100% chance, 2s Attack time, 300 damage, 800 day/night vision, 0% magic resistance, 0 HP Regen. 50% Cleave with 200 range.

Tier 2

  • Tank 2: 50 Armor, 20 000HP, 250 MS, 2s Attack time, 100 damage, 800 day/night vision, 0% Magic Resistance, 0 HP Regen.
  • Scout 2: 0 Armor, 350 MS, 1000 HP, 1600 day/night vision, 0% Magic Resistance, 0 HP Regen. Permanent Invisibility, can't attack.
  • Farmer 2: 0 Armor, 4000 HP, 150 damage block with 100% chance, 2s Attack time, 600 damage, 800 day/night vision, 0% magic resistance, 0 HP Regen. 50% Cleave with 200 range.

Tier 3

  • Tank 3: 50 Armor, 30 000HP, 250 MS, 2s Attack time, 100 damage, 800 day/night vision, 0% Magic Resistance, 0 HP Regen.
  • Scout 3: 0 Armor, 350 MS, 2000 HP, 2000 day/night vision, 0% Magic Resistance, 0 HP Regen. Permanent Invisibility, can't attack.
  • Farmer 3: 0 Armor, 6000 HP, 300 damage block with 100% chance, 2s Attack time, 1200 damage, 800 day/night vision, 0% magic resistance, 0 HP Regen. 50% Cleave with 200 range.

Tier 4

  • Tank 4: 50 Armor, 40 000HP, 250 MS, 2s Attack time, 100 damage, 800 day/night vision, 0% Magic Resistance, 0 HP Regen.
  • Scout 4: 0 Armor, 350 MS, 4000 HP, 2400 day/night vision, 0% Magic Resistance, 0 HP Regen. Permanent Invisibility, can't attack.
  • Farmer 4: 0 Armor, 8000 HP, 600 damage block with 100% chance, 2s Attack time, 2400 damage, 800 day/night vision, 0% magic resistance, 0 HP Regen. 50% Cleave with 200 range.

All summons need KVs with their corresponding stats.

Related Issues

Azazel Baseline functionality #2107
Azazel Model #2108
Azazel Voice #2109
Azazel Purchasables

Bug Bounty Guideline

@fcalife
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fcalife commented Apr 2, 2018

I'd like to claim this one.

@l34Um1 l34Um1 added the Claimed label Apr 2, 2018
@fcalife
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fcalife commented Apr 9, 2018

Implementing this, progress can be tracked on PR #2156.

Missing values used:

  • 300 MS for Farmer;
  • 1.0 turn rate for all summons.

Would you guys prefer the items to show all their levels' values, or only the current level?

e.g. for the level 2 tank summon, should it say "Tank Health: 10000/20000/30000/40000", or just "Tank Health: 20000"?

@l34Um1
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l34Um1 commented Apr 9, 2018

All values. 300 MS seems fine, sorry for leaving that out.

@fcalife
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fcalife commented Apr 17, 2018

Finished this issue with PR #2156. Included some tooltips and placeholder icons.

carlosrpg pushed a commit that referenced this issue May 17, 2018
* Implementing #2110

* Added summon KV and extra abilities

Assumed 300 MS for farmer and 1.0 turn rate for all summons.

* Added azazel summon item entries and basic functionality

* Finished implementing #2111

- Used "funny" names for the summons, just change them if you don't like them or think they're not clear enough.
- Summon stats are tied to their actual stat block in npc_units_custom; the values in the item just change tooltips.
- The Farmer's cleave stats are tied to the ability's KV, not the item's; again, the item's KVs just change tooltips.

If the whole KV/tooltip thing is a bother, it can be changed, but I thought it was outside the scope of the issue, since the current behavior is easier to implement and consistent with (almost) every vanilla summon ability in the game.

* travis

* missing tooltip for modifier "dota_tooltip_modifier_azazel_summon_farmer_innate"
 - it's a hidden modifier that needs no tooltip.
* item/ability ID conflicts
 - fixed
* "cost is set correctly in kv for item_elixier_sustain_4"
 - I assume this means incorrectly. The items all cost 100g (recipe) + their core's cost (1500/2500/3500/4500) so I don't see the error here, but i set everything to 100 anyway, assuming cores have no real value.
* "[item] has reverse compatible upgrade [core x]"
 - If I understood correctly, this is intended.
* blah blah whitespace
 - fixed
* blah unused variable
 - fixed

Also made the items temporarily purchasable in the regular shop.

* seems like travis' "next free ID" is a fat old lie

fixed conflicting item/ability IDs

* test

test

* Fix Travis
@l34Um1 l34Um1 closed this as completed Jun 7, 2018
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