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Add Tyrannozor Merge and Upgrades for Tyrannozor/Ultralisk from Dehaka Co-op #217
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@@ -7,7 +7,6 @@ | |||
<Actor id="AP_SOAGravitonBombTargetSound"/> | |||
<Actor id="AP_SOAOrbitalStrikeTargetModel"/> | |||
<Actor id="AP_SOATargetingModeConfirmationSound"/> | |||
<Actor id="AP_Stargate"/> |
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Curious if the editor removed this or if you did.
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I remember seeing this when resolving merge conflicts, I must have done something wrong when fixing conflicts, but I can't remember what. It did stick out to me as odd though.
@@ -4794,6 +4794,30 @@ void libABFE498B_gf_AP_Triggers_Zerg_unlockSporeCrawler (int lp_player) { | |||
TechTreeUnitAllow(lp_player, "AP_SporeCrawler", true); | |||
} | |||
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void libABFE498B_gf_AP_Triggers_Zerg_TyrannozorHealingAdapation (int lp_player) { |
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Typo -- "Adapation" -> "Adaptation"
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fixed
<CValidatorPlayerRequirement id="AP_HaveTyrannozorMerge"> | ||
<Find value="1"/> | ||
<Value value="AP_HaveTyrannozorMerge"/> | ||
</CValidatorPlayerRequirement> |
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This validator seems unused?
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Yeah, no idea why I even wrote this, probably some throw it at the wall idea for fixing merges that I forgot to cleanup
<CValidatorPlayerRequirement id="AP_HaveTyrannozorBarrageOfSpikes"> | ||
<Find value="1"/> | ||
<Value value="AP_HaveTyrannozorBarrageOfSpikes"/> | ||
</CValidatorPlayerRequirement> |
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This validator seems unused.
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Yeah, stems from my misunderstanding of validators and shouldn't be necessary
<CValidatorPlayerRequirement id="AP_HaveHealingAdaption"> | ||
<Find value="1"/> | ||
<Value value="AP_HaveHealingAdaption"/> | ||
</CValidatorPlayerRequirement> |
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This validator seems unused -- only the requirement is used.
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Yeah, stems from my misunderstanding of validators and shouldn't be necessary
<CValidatorPlayerRequirement id="AP_HaveMonarchBlades"> | ||
<Find value="1"/> | ||
<Value value="AP_HaveUltraliskOrganicCarapace"/> | ||
</CValidatorPlayerRequirement> |
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This validator is unused, and doesn't seem to be checking what the name implies
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Yeah, bad copying and forgetting to remove or edit.
I've retested to make sure nothing broke as well. |
<EffectArray Operation="Subtract" Reference="Unit,AP_Tyrannozor,CostResource[Minerals]" Value="200"/> | ||
<EffectArray Reference="Unit,AP_Tyrannozor,Food" Value="3"/> |
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You'll want to include the burrowed Tyrannozor in this too, otherwise it'll cost food to burrow
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Fixed, thanks for catching
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Fixed
Bug: Air attack sound doesn't play, no unit response sounds (you might be linking a sound file from a dependency that isn't a dependency of ArchipelagoPlayer) |
@@ -396,6 +397,8 @@ Button/Hotkey/AP_TimeWarp=C | |||
Button/Hotkey/AP_TorrasqueChrysalis=Q | |||
Button/Hotkey/AP_TrainHERC=H | |||
Button/Hotkey/AP_TransportMode=T | |||
Button/Hotkey/AP_TyrannozorBarrageOfSpikes=Q | |||
Button/Hotkey/AP_TyrannozorMerge=G |
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I'd pick T
as the hotkey (T
for Tyrannozor)
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For some reason I thought T was a hotkey for a default action, like patrol, and just didn't check. I've updated it.
Fix the following warnings:
|
I did my sound checks on The reckoning, which is a hots map, so I'm guessing that map has the swarm.sc2campaign dependency, but since the mod doesn't, it breaks on other non hots maps. I'll have to upload it separately then. |
<EffectArray Reference="Unit,AP_Ultralisk,LifeRegenRate" Value="10.000000"/> | ||
<EffectArray Reference="Unit,AP_UltraliskBurrowed,LifeRegenRate" Value="10.000000"/> | ||
<EffectArray Reference="Unit,AP_UltraliskResourceEfficiency,LifeRegenRate" Value="10.000000"/> | ||
<EffectArray Reference="Unit,AP_Ultralisk,LifeRegenDelay" Value="10.000000"/> | ||
<EffectArray Reference="Unit,AP_UltraliskBurrowed,LifeRegenDelay" Value="10.000000"/> | ||
<EffectArray Reference="Unit,AP_UltraliskResourceEfficiency,LifeRegenDelay" Value="10.000000"/> | ||
<EffectArray Reference="Unit,AP_Tyrannozor,LifeRegenRate" Value="10.000000"/> | ||
<EffectArray Reference="Unit,AP_TyrannozorBurrowed,LifeRegenRate" Value="10.000000"/> | ||
<EffectArray Reference="Unit,AP_Tyrannozor,LifeRegenDelay" Value="10.000000"/> | ||
<EffectArray Reference="Unit,AP_TyrannozorBurrowed,LifeRegenDelay" Value="10.000000"/> |
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Bug: Stops regular life regen (that works even in combat). Look into Regen Biosteel code for Infested Tanks/Banshees that allows basic regen (and increased regen while out of combat)
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Fixed. Though I'll note that I just copied vanilla on this originally, which is apparently kinda dumb.
<LayoutButtons Face="AP_TyrannozorBarrageOfSpikes" Type="AbilCmd" AbilCmd="AP_TyrannozorBarrageOfSpikes,Execute" Row="2" Column="0"/> | ||
<LayoutButtons Face="AP_HealingAdaptation" Type="Passive" Requirements="AP_HaveHealingAdaptation" Row="2" Column="1"/> | ||
<LayoutButtons Face="AP_TyrannozorTyrantsProtection" Type="Passive" Requirements="AP_HaveTyrannozorTyrantsProtection" Row="2" Column="2"/> | ||
<LayoutButtons Face="AP_ImpalingStrike" Type="Passive" Requirements="AP_HaveImpalingStrike" Row="2" Column="3"/> |
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Generally we put passives on the second row
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Fixed
Sounds should be fixed now |
<EffectArray Operation="Subtract" Reference="Unit,AP_Tyrannozor,CostResource[Minerals]" Value="200"/> | ||
<EffectArray Reference="Unit,AP_Tyrannozor,Food" Value="3"/> |
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Add <CActorSplat id="AP_TyrannozorBurrowedSplat" parent="BurrowedSplat" unitName="AP_Tyrannozor"/> to actors for correct burrow display |
<CValidatorPlayerCompareFoodAvailable id="AP_CheckTyrannozorMorphlingMergeSupplyResourceEfficiency"> | ||
<ResultFailed value="NotEnoughFood"/> | ||
<WhichPlayer Value="Caster"/> | ||
<Compare value="LT"/> | ||
<Value value="3"/> | ||
</CValidatorPlayerCompareFoodAvailable> |
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Fixed
<LayoutButtons Face="AP_HealingAdaptation" Type="Passive" Requirements="AP_HaveHealingAdaptation" Row="1" Column="1"/> | ||
<LayoutButtons Face="AP_TyrannozorTyrantsProtection" Type="Passive" Requirements="AP_HaveTyrannozorTyrantsProtection" Row="1" Column="2"/> | ||
<LayoutButtons Face="AP_ImpalingStrike" Type="Passive" Requirements="AP_HaveImpalingStrike" Row="1" Column="3"/> |
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Could you move the upgrade icons in order to start from the first column (index 0)? Frenzied should stay in place
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Fixed, wasn't sure about this, I figured it just looked better to have them all next to each other, but didn't want to move frenzied
##What is this fixing or adding?
Adds Tyrannozor Merge to Ultralisk and Morphling
Barrage of Spikes Upgrade for Tyrannozor - Tyrannozors can unleash a Barrage of Spikes, dealing 100 damage to nearby enemy ground and air units.
Tyrant's Protection Upgrade for Tyrannozor - Tyrannozors grants nearby friendly units 2 armor.
Imapling Strike Upgrade for Ultralisk/Tyrannozor - Ultralisk and Tyrannozor melee attacks have a 20% chance to stun for 2 seconds.
Healing Adaption Upgrade for Ultarlisk/Tyrannozor - Ultralisks and Tyrannozors regenerate life quickly when out of combat.
Also, due to command card space, this moves 3 Passive upgrades from Ultralisk command card to behaivor icons, Anabolic Synthesis, Chitinous Plating, Monarch Blades
Tied to Ziktofel/Archipelago#251
Please note that this is my first PR for both SC2 AP and in general, so if I've messed anything up or you have recommendations, please don't hesitate to let me know.