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IDProjectCategoryLast Update
0018646Starward RogueSuggestionFeb 9, 2016 3:41 pm
ReporterAyrix Assigned ToPepisolo  
Status assignedResolutionopen 
Product Version1.010 
Summary0018646: new miniboss to test
Descriptionmy necromancer/ zombie combo.
+test chamber
TagsNo tags attached.

Activities

Ayrix

Feb 1, 2016 8:59 am

reporter  

Ayrix_BulletPatterns_A.xml (1,148 bytes)   
<?xml version="1.0" encoding="utf-8"?>
<root>
<bullet_pattern name="RinAyrix">
    <bullet angle="0" speed="0"  shot_type="ReverseBonePink">
                 
        <spawn_entity name="RinAyrixF"/>
  <loop iterations="10" take_pants_off_head="true">
	
          
        	<spawn>
          `		<bullet_pattern>
				$WingCross_TLF ANGLE=20 SPEED=150 LIFE=8 SHOT=ReverseBonePink
				$WingCross_TLF ANGLE=0 SPEED=150 LIFE=8 SHOT=ReverseBonePink
				$WingCross_TLF ANGLE=-20 SPEED=150 LIFE=8 SHOT=ReverseBonePink
            		  </bullet_pattern>
        </spawn>
      <wait time="0.5" />
      </loop>
      <die />
    </bullet>
  </bullet_pattern>

<bullet_pattern name="RinAyrixF">
    <bullet angle="0" speed="400"  shot_type="ReverseBonePink">
         
	<loop iterations="10" take_pants_off_head="true">
	
          
        	<spawn>
          `		<bullet_pattern>
				$WingCross_TLF ANGLE=0 SPEED=200 LIFE=8 SHOT=ReverseBonePink 
            		  </bullet_pattern>
        </spawn>
      <wait time="0.5" />
      </loop>
      <die />
    </bullet>
  </bullet_pattern>
  

  

  
  
  
</root>
Ayrix_BulletPatterns_A.xml (1,148 bytes)   

Ayrix

Feb 1, 2016 9:00 am

reporter  

Ayrix_MinibossSystems.xml (1,815 bytes)   
<?xml version="1.0" encoding="utf-8"?>
<root>
  <system name="RinAyrix"
          
          category="Weapon"
          shot_type="Invisible"
          shot_speed="1000"
          range_actual="1000"
          damage_type="Ballistic"
          attack_power="2"
          fire_rate="6"
          shots_per_salvo="1"
          shot_disintegration_speed_mult="1"
          targeting_logic="Direct"
          firing_timing="AllTheTime"
          image_name="Invisible"
          special_bullet_patterns="RinAyrix"
          cue_time="0"
          intercepts_other_shots="false"
          shot_dies_after_intercepting_another_shot="false" />


  <system name="RinAyrixF"
          
          category="Weapon"
          shot_type="Invisible"
          shot_speed="1000"
          range_actual="1000"
          damage_type="Ballistic"
          attack_power="2"
          fire_rate="5"
          shots_per_salvo="1"
          shot_disintegration_speed_mult="1"
          targeting_logic="Direct"
          firing_timing="AllTheTime"
          image_name="Invisible"
          special_bullet_patterns="RinAyrixF"
          cue_time="0.5"
          intercepts_other_shots="false"
          shot_dies_after_intercepting_another_shot="false"/>

  
  
  <system 
	name="ZombieGone"
	category= "DirectUseSystem"
	fire_rate="1"
	firing_timing="AllTheTime"
	cue_time="0"
	image_name="OrangeSmall">
	
				<effect targeting= "AllEnemies" timing="OnUse" type="AddSystem" related_systems="Zombie"/>
 </system>
 
 
 <system name="Zombie" category="DirectUseSystem"
 fire_rate="1"
 firing_timing="AllTheTime"
 cue_time="0"
 image_name="GreenSmall"
 >
 <effect type="ChangeCurrentHullHealth" targeting="self" magnitude="-1" timing="OnUse"/>

 </system>
 
 

</root>
Ayrix_MinibossSystems.xml (1,815 bytes)   

Ayrix

Feb 1, 2016 9:00 am

reporter  

Ayrix_Minibosses.xml (1,594 bytes)   
<?xml version="1.0" encoding="utf-8"?>
<root>
  

<entity name="RinAyrix"
        ship_category="Miniboss"
        category="Ship"
        display_name="Necromancer"
        behavior="PathfindingAttacker"
        speed="400"
        max_health="1000"
        image_folder="Enemy_Miniboss"
        image_name="HunterWhite"
        time_to_visually_rotate_180_degrees="0.3"
		familiars="RinAyrixF,Corpse"
		is_not_ready_to_seed="true"
		>
   
    <system type="RinAyrix" offset="0,0"/>
	<system type="ZombieGone" offset="0,0"/>
    <room src="Miniboss/CMP_MinibossBasic" />
    
    <hitbox radius="32"/>
 
    
  </entity>
  
  <entity name="RinAyrixF"
        ship_category="EnemyFamiliar"
        category="Ship"
        display_name="Zombie"
        behavior="FamiliarAttacksTowardPlayer"
        speed="200"
        max_health="80"
        image_folder="Enemy_SmallMobile"
        image_name="LarvaPurple"
        time_to_visually_rotate_180_degrees="0.3"
		on_death_transforms_into="Corpse"
		does_not_prevent_doors_from_opening="true"
		>
   
    <system type="RinAyrixF" offset="0,0"/>
    <hitbox radius="16"/>
 
    
  </entity>
  
  <entity name="Corpse"
     	category="Ship" 
		display_name="Corpse"
		behavior="Stationary"
		ship_category="EnemyFamiliar"
		max_health="10"
		image_folder="Enemy_SmallMobile"
		image_name="BubbleGreen"
		on_death_transforms_into="RinAyrixF"
		does_not_prevent_doors_from_opening="true"
		>
		
		 <hitbox radius="24" incoming_damage_multiplier="0"/>
		
		
</entity>
  
 
  
</root>
Ayrix_Minibosses.xml (1,594 bytes)   

Ayrix

Feb 1, 2016 9:01 am

reporter  

Miniboss_Rin.xml (318 bytes)   
<root>
  <room_setup script="Unused"
              skip_normal_enemy_population="false"
    	        extra_player_systems=""
    	        player_familiars=""
              use_boss_data="RinAyrix"
              use_boss_room_node_index="0"
  />
  <entity type="PlayerStandard" category="Player"/>

</root>
Miniboss_Rin.xml (318 bytes)   

Pepisolo

Feb 1, 2016 3:00 pm

developer   ~0044968

Thanks. I'll take a look at this as soon as possible. Cheers!

Pepisolo

Feb 6, 2016 7:16 pm

developer   ~0045094

This miniboss is going to need some more time to be looked at before potentially implementing. One current problem is what we don't have suitable corpse art. Another problem seemed to be that the cocoon corpse things seemed to hang around as indestructable objects. If you have any improvements to make to the design then that might push this further up the queue a bit more, but currently it's lower on the priority list.

Ayrix

Feb 6, 2016 7:41 pm

reporter   ~0045098

making them not persist after will be tricky, as you can't kill one without triggering a respawn.

Need to test how
transforms_into_item_pickup_on_boss_room_win

works with on_death_transforms_into

Also if disappears_if_room_left, can be used to clean up corpse clutter.

Then if death_spiral_movement_driving_bullet_pattern can be used in place of on_death_transforms_into but allowing for a conditional to stop the spawn if the boss is dead.

Ayrix

Feb 6, 2016 8:32 pm

reporter   ~0045100

disappears_if_room_left (on corpse entity) works for clean up, had to test by getting it to actually spawn in game. Can also remove the does_not_prevent_doors_from_opening from the zombie.

Pepisolo

Feb 9, 2016 3:41 pm

developer   ~0045112

Thanks. Next time I take a look at the miniboss, I'll try these changes out. Cheers!

Issue History

Date Modified Username Field Change
Feb 1, 2016 8:59 am Ayrix New Issue
Feb 1, 2016 8:59 am Ayrix File Added: Ayrix_BulletPatterns_A.xml
Feb 1, 2016 9:00 am Ayrix File Added: Ayrix_MinibossSystems.xml
Feb 1, 2016 9:00 am Ayrix File Added: Ayrix_Minibosses.xml
Feb 1, 2016 9:01 am Ayrix File Added: Miniboss_Rin.xml
Feb 1, 2016 3:00 pm Pepisolo Note Added: 0044968
Feb 1, 2016 3:01 pm Pepisolo Assigned To => Pepisolo
Feb 1, 2016 3:01 pm Pepisolo Status new => assigned
Feb 6, 2016 7:16 pm Pepisolo Note Added: 0045094
Feb 6, 2016 7:41 pm Ayrix Note Added: 0045098
Feb 6, 2016 8:32 pm Ayrix Note Added: 0045100
Feb 9, 2016 3:41 pm Pepisolo Note Added: 0045112