10/16/17 Changes

New Ravager zombie, zombie core updates, and additional fixes.
This commit is contained in:
Robert Fritzen 2017-10-16 18:08:26 -05:00
parent fac8ec0e83
commit 6278ebead6
5 changed files with 205 additions and 88 deletions

View file

@ -70,10 +70,14 @@ PLEASE NOTE: For the Legacy (Pre-GitHub Versions) Changelogs, please see LEGACY
* Global * Global
* Massive "spring cleaning" of the zombie code files, fixing a bunch of bad coding practices and a few logic errors. * Massive "spring cleaning" of the zombie code files, fixing a bunch of bad coding practices and a few logic errors.
* Redid the zombie targeting and movement methods to make them much "smoother" * Redid the zombie targeting and movement methods to make them much "smoother"
* This was done by slicing the movement loop down to 100ms from 500ms. * Scaled down zombie movement times on some types to smooth movement
* To compensate, all zombie speeds were reduced by 5x. * To compensate for speed, these zombies saw a reduction of total speed to match the factor
* This should result in smoother looking movement at the same speed
* Moved all functioning into a core control script, added additional modifiers and flags to grant more customizability to zombies * Moved all functioning into a core control script, added additional modifiers and flags to grant more customizability to zombies
* **Only Normal Zombies are functional at this moment in time** * **WARNING: Only specific zombies are functional at this moment in time**
* Ravager
* Ravagers will now perform ambush style attacks on targets, making them much more challenging
* Increased the XP reward from killing ravager zombies
* Added Boss Proficiency * Added Boss Proficiency
* Hidden challenges embedded in boss fights that award additional experience for completing tough feats * Hidden challenges embedded in boss fights that award additional experience for completing tough feats
* For example: Defeat the shade lord without dying by the elemental shades * For example: Defeat the shade lord without dying by the elemental shades
@ -89,8 +93,10 @@ PLEASE NOTE: For the Legacy (Pre-GitHub Versions) Changelogs, please see LEGACY
* This will allow solo players a fighting chance to actually fight against the bosses * This will allow solo players a fighting chance to actually fight against the bosses
* For the time being, this change will only apply to the Lord Yvex fight, if testing goes well, I will adapt to other bosses * For the time being, this change will only apply to the Lord Yvex fight, if testing goes well, I will adapt to other bosses
* Colonel Windshear * Colonel Windshear
* Addressed a silly bug with the Colonel Windshear fight that caused the platform turrets to be on a different team than the gunship * Addressed a silly bug with the Colonel Windshear fight that caused the platform turrets to be on a different team than the gunship itself
* The Harbinger Gunship allies will now properly target players instead of shooting their leader * This will address the following two problems:
* 1. Turrets targeting the gunship allies
* 2. Gunship allies targeting the boss
* Colonel Windshear can now call for additional air support during the fight * Colonel Windshear can now call for additional air support during the fight
* Stormrider * Stormrider
* Re-did his ground detection script to "hopefully" eradicate those funny moments when he suicide bombs the ground, ending the fight * Re-did his ground detection script to "hopefully" eradicate those funny moments when he suicide bombs the ground, ending the fight

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@ -20,7 +20,7 @@ $Zombie::FallDieHeight = -500;
$Zombie::BaseSpeed = 150; $Zombie::BaseSpeed = 150;
//$Zombie::TypeSpeed[#]: The speed of a specific zombie type instance, overrides BaseSpeed for that specific type //$Zombie::TypeSpeed[#]: The speed of a specific zombie type instance, overrides BaseSpeed for that specific type
$Zombie::TypeSpeed[2] = 300; $Zombie::TypeSpeed[2] = 300;
$Zombie::TypeSpeed[3] = 800; $Zombie::TypeSpeed[3] = 4000;
$Zombie::TypeSpeed[4] = 240; $Zombie::TypeSpeed[4] = 240;
$Zombie::TypeSpeed[5] = 300; $Zombie::TypeSpeed[5] = 300;
@ -32,8 +32,10 @@ $Zombie::SpeedMultiplier[2] = 0.6;
$Zombie::SpeedMultiplier[3] = 0.8; $Zombie::SpeedMultiplier[3] = 0.8;
$Zombie::SpeedMultiplier[4] = 0.75; $Zombie::SpeedMultiplier[4] = 0.75;
//$Zombie::SpeedUpdateTime: How long (in ms) between each zombie update. The lower the number, the smoother the movement, but the more processing needed //$Zombie::BaseSpeedUpdateTime: How long (in ms) between each zombie update. The lower the number, the smoother the movement, but the more processing needed
$Zombie::SpeedUpdateTime = 100; $Zombie::BaseSpeedUpdateTime = 100;
//$Zombie::SpeedUpdateTime[#]: An override to the base update type, use for specific types that need slower or faster processing between AI steps
$Zombie::SpeedUpdateTime[3] = 500;
//$Zombie::LungeDistance: How far (m) a zombie must be to lunge at a target //$Zombie::LungeDistance: How far (m) a zombie must be to lunge at a target
$Zombie::LungeDistance = 10; $Zombie::LungeDistance = 10;
@ -42,6 +44,11 @@ $Zombie::LordGrabDistance = 5;
//$Zombie::RapierUpwardScaling: How fast a rapier zombie will ascend when holding a player //$Zombie::RapierUpwardScaling: How fast a rapier zombie will ascend when holding a player
$Zombie::RapierUpwardScaling = 750; $Zombie::RapierUpwardScaling = 750;
//$Zombie::ZombieLordShieldHealth: How much health the zombie lord energy barrier hasCP
$Zombie::ZombieLordShieldHealth = 10.0;
//$Zombie::ZombieLordShieldEnergy: How much energy the shield starts with. Note: Multiply this value by $Zombie::SpeedUpdateTime[3] to determine how long in MS the shield will be up.
$Zombie::ZombieLordShieldEnergy = 50;
//MISC Globals, Do not edit. //MISC Globals, Do not edit.
$Zombie::killpoints = 5; $Zombie::killpoints = 5;
$Zombie::RogThread = "cel1"; $Zombie::RogThread = "cel1";
@ -188,8 +195,10 @@ function TWM2Lib_Zombie_Core(%functionName, %arg1, %arg2, %arg3, %arg4) {
%arg1.canJump = %arg3; %arg1.canJump = %arg3;
case "recentshift": case "recentshift":
%arg1.recentShift = %arg3; %arg1.recentShift = %arg3;
case "canshield":
%arg1.canShield = %arg3;
//lookForTarget(%zombie): Identify the closest target, and the distance to that target //lookForTarget(%zombie, [%pilot], [%groundVeh]): Identify the closest target, and the distance to that target
case "lookfortarget": case "lookfortarget":
if(!isObject(%arg1) || %arg1.getState() $= "dead") { if(!isObject(%arg1) || %arg1.getState() $= "dead") {
return; return;
@ -200,12 +209,49 @@ function TWM2Lib_Zombie_Core(%functionName, %arg1, %arg2, %arg3, %arg4) {
%arg1.scriptKill(0); %arg1.scriptKill(0);
return; return;
} }
//Are we looking for pilots?
if(isSet(%arg2) && %arg2 == true) {
%needPilot = true;
if(isSet(%arg3)) {
if(%arg3 == true) {
%needTank = true;
}
else {
%needJet = true;
}
}
}
%clientCount = ClientGroup.getCount(); %clientCount = ClientGroup.getCount();
%closestClient = -1; %closestClient = -1;
%closestDistance = 999999; %closestDistance = 999999;
for(%i = 0; %i < ClientGroup.getCount(); %i++) { for(%i = 0; %i < ClientGroup.getCount(); %i++) {
%cl = ClientGroup.getObject(%i); %cl = ClientGroup.getObject(%i);
if(isObject(%cl.player) && %cl.player.getState() !$= "dead" && TWM2Lib_Zombie_Core("ZombieTargetingAllowed", %arg1, %cl.player)) { if(isObject(%cl.player) && %cl.player.getState() !$= "dead" && TWM2Lib_Zombie_Core("ZombieTargetingAllowed", %arg1, %cl.player)) {
if(%needPilot) {
//Are we a pilot?
if(!%cl.player.isPilot()) {
//Nope...
continue;
}
%vObj = %cl.vehicleMounted;
if(isObject(%vObj)) {
//Check the type...
if(%needTank) {
if(%vObj.classname !$= "HoverVehicle" && %vObj.classname !$= "WheeledVehicle") {
continue;
}
}
else if(%needJet) {
if(%vObj.classname !$= "FlyingVehicle") {
continue;
}
}
}
else {
//Not mounted... move along
continue;
}
}
%vDist = vectorDist(%worldPos, %cl.player.getWorldBoxCenter()); %vDist = vectorDist(%worldPos, %cl.player.getWorldBoxCenter());
if(%vDist > 0 && %vDist < %closestDistance) { if(%vDist > 0 && %vDist < %closestDistance) {
%closestClient = %cl; %closestClient = %cl;
@ -231,20 +277,21 @@ function TWM2Lib_Zombie_Core(%functionName, %arg1, %arg2, %arg3, %arg4) {
//NOTE: If you want to add additional targeting constraints, do so here. //NOTE: If you want to add additional targeting constraints, do so here.
return true; return true;
//zombieGetFacingDirection(%zombie, %player, %position): Fetch the direction the zombie needs to look at for a specific player target //zombieGetFacingDirection(%zombie, %lookPos): Rotate a zombie object to the correct "look" direction
// NOTE: I revised this function to be a lot more effective, and to allow having zombies able to do lookAt when moving to non-player positions
case "zombiegetfacingdirection": case "zombiegetfacingdirection":
if(!isObject(%arg1) || %arg1.getState() $= "dead") { if(!isObject(%arg1) || %arg1.getState() $= "dead") {
return; return;
} }
// //
if(isObject(%arg2) && %arg2.getState !$= "dead") { if(!isSet(%arg2)) {
%tPos = %arg2.getPosition();
}
else {
%tPos = TWM2Lib_MainControl("RMPG"); %tPos = TWM2Lib_MainControl("RMPG");
} }
else {
%tPos = %arg2;
}
// //
%vec = vectorNormalize(vectorSub(%tPos, %arg3)); %vec = vectorNormalize(vectorSub(%tPos, %arg1.getWorldBoxCenter()));
%vx = getWord(%vector, 0) %vx = getWord(%vector, 0)
%vy = getWord(%vector, 1) %vy = getWord(%vector, 1)
%nvx = %vy %nvx = %vy
@ -463,7 +510,7 @@ function TWM2Lib_Zombie_Core(%functionName, %arg1, %arg2, %arg3, %arg4) {
} }
//Post spawn arguments //Post spawn arguments
%zombie.team = 30; %zombie.team = 30;
%zname = $TWM2::ZombieName[%type]; // <- To Hosts, Enjoy, You can %zname = $TWM2::ZombieName[%spawnType]; // <- To Hosts, Enjoy, You can
//Change the Zombie Names now!!! //Change the Zombie Names now!!!
%zombie.target = createTarget(%zombie, %zname, "", "Derm3", '', %zombie.team, PlayerSensor); %zombie.target = createTarget(%zombie, %zname, "", "Derm3", '', %zombie.team, PlayerSensor);
setTargetSensorData(%zombie.target, PlayerSensor); setTargetSensorData(%zombie.target, PlayerSensor);
@ -504,6 +551,11 @@ function TWM2Lib_Zombie_Core(%functionName, %arg1, %arg2, %arg3, %arg4) {
else { else {
%zombie.speed = $Zombie::BaseSpeed; %zombie.speed = $Zombie::BaseSpeed;
} }
if(!isSet($Zombie::SpeedUpdateTime[%spawnType])) {
%zombie.updateTimeFrequency = $Zombie::BaseSpeedUpdateTime;
}
%zombie.updateTimeFrequency = $Zombie::SpeedUpdateTime[%spawnType];
%zombie.getDatablock().AI(%zombie); %zombie.getDatablock().AI(%zombie);
return %zombie; return %zombie;

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@ -31,11 +31,11 @@ datablock PlayerData(ZombieArmor) : LightMaleHumanArmor {
function ZombieArmor::AI(%datablock, %zombie) { function ZombieArmor::AI(%datablock, %zombie) {
//Normal zombies do not employ any "AI" other than target and move, fork off to main move function //Normal zombies do not employ any "AI" other than target and move, fork off to main move function
%datablock.MoveToTarget(%zombie); %datablock.Move(%zombie);
} }
function ZombieArmor::MoveToTarget(%datablock, %zombie) { function ZombieArmor::Move(%datablock, %zombie) {
if(!isobject(%zombie) || %zombie.getState() $= "dead") { if(!isObject(%zombie) || %zombie.getState() $= "dead") {
return; return;
} }
%pos = %zombie.getWorldBoxCenter(); %pos = %zombie.getWorldBoxCenter();
@ -56,7 +56,7 @@ function ZombieArmor::MoveToTarget(%datablock, %zombie) {
serverPlay3d("ZombieHOWL", %zombie.getWorldBoxCenter()); serverPlay3d("ZombieHOWL", %zombie.getWorldBoxCenter());
} }
} }
%vector = TWM2Lib_Zombie_Core("zombieGetFacingDirection", %zombie, %closestClient, %pos); %vector = TWM2Lib_Zombie_Core("zombieGetFacingDirection", %zombie, %closestClient.getPosition());
if(Game.CheckModifier("SuperLunge") == 1) { if(Game.CheckModifier("SuperLunge") == 1) {
%ld = $Zombie::LungeDistance * 5; %ld = $Zombie::LungeDistance * 5;
@ -85,7 +85,7 @@ function ZombieArmor::MoveToTarget(%datablock, %zombie) {
} }
else if(%zombie.hastarget == 1) { else if(%zombie.hastarget == 1) {
%zombie.hastarget = 0; %zombie.hastarget = 0;
%zombie.zombieRmove = schedule($Zombie::SpeedUpdateTime, %zombie, "TWM2Lib_Zombie_Core", "zRandomMoveLoop", %zombie); %zombie.zombieRmove = schedule(%zombie.updateTimeFrequency, %zombie, "TWM2Lib_Zombie_Core", "zRandomMoveLoop", %zombie);
} }
%zombie.moveloop = %datablock.schedule($Zombie::SpeedUpdateTime, %datablock, "MoveToTarget", %zombie); %zombie.moveloop = %datablock.schedule(%zombie.updateTimeFrequency, %datablock, "Move", %zombie);
} }

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@ -1,74 +1,130 @@
datablock PlayerData(RavagerZombieArmor) : LightMaleBiodermArmor datablock PlayerData(RavagerZombieArmor) : LightMaleBiodermArmor {
{ maxDamage = 1.0;
maxDamage = 1.0; minImpactSpeed = 50;
minImpactSpeed = 50; speedDamageScale = 0.015;
speedDamageScale = 0.015;
damageScale[$DamageType::M1700] = 2.0; damageScale[$DamageType::M1700] = 2.0;
max[RepairKit] = 0; max[RepairKit] = 0;
max[Mine] = 0; max[Mine] = 0;
max[Grenade] = 0; max[Grenade] = 0;
}; };
function FZombiemovetotarget(%zombie){ //Ravager Zombies
if(!isobject(%Zombie)) // TWM2 3.9.2
return; // - Old Behavior: Ground crawling zombie with fast speed that would ram into targets
if(%Zombie.getState() $= "dead") // ** While these were effective in causing a good number of rage inducing moments, these zombies were more or less cannon fodder.
return; // - New Behavior: Ground crawling zombies with fast speed and ambush style attacking
%pos = %zombie.getworldboxcenter(); // - When targeting an enemy, there is a 10% chance every 100ms the ravager will try to initalize an ambush maneuver
%closestClient = ZombieLookForTarget(%zombie); // - The ravager will move to a secondary position in the hopes that the target will become engaged with an alternate target
%closestDistance = getWord(%closestClient,1); // - After reaching the ambush position, the ravager will barrel down on the target
%closestClient = getWord(%closestClient,0).Player; function RavagerZombieArmor::AI(%datablock, %zombie) {
if(%closestDistance <= $zombie::detectDist){ if(!isObject(%zombie) || %zombie.getState() $= "dead") {
if(%zombie.hastarget != 1){ return;
%zombie.hastarget = 1;
} }
%zombie.setActionThread("scoutRoot",true); if(isSet(%zombie.targetedPlayer)) {
%upvec = "250"; if(!isObject(%zombie.targetedPlayer) || %zombie.targetedPlayer.getState() $= "dead") {
%fmultiplier = $Zombie::FForwardSpeed; %zombie.ambushing = 0;
%zombie.fullAttack = 0;
//moanStuff %zombie.ambushPosition = 0;
%chance = (getrandom() * 50); %zombie.targetedPlayer = 0;
if(%chance >= 49) { %zombie.hasTarget = 0;
%chance = (getRandom() * 12); }
if(%chance <= 11) }
serverPlay3d("ZombieMoan",%zombie.getWorldBoxCenter()); if(%zombie.ambushing) {
else //We're currently in an ambush maneuver, continue moving to position
serverPlay3d("ZombieHOWL",%zombie.getWorldBoxCenter()); if(vectorDist(%zombie.getPosition(), %zombie.ambushPosition) < 10) {
} //Position reached, resume attack
%zombie.ambushing = 0;
%vector = ZgetFacingDirection(%zombie,%closestClient,%pos); %zombie.fullAttack = 1;
%zombie.ambushPosition = 0;
//Move Stuff }
if(%closestDistance <= $zombie::lungDist && %zombie.canjump == 1 && getword(%vector, 2) <= "0.8" ){ else {
%zombie.setvelocity("0 0 0"); //If the target is near us, break off the ambush and go in for the kill...
%fmultiplier = (%fmultiplier * 2); %distanceToTarget = vectorDist(%zombie.getPosition(), %zombie.targetedPlayer.getPosition());
%upvec = (%upvec * 3.5); if(%distanceToTarget < 20) {
%zombie.canjump = 0; %zombie.ambushing = 0;
schedule(2000, %zombie, "Zsetjump", %zombie); %zombie.fullAttack = 1;
%zombie.ambushPosition = 0;
}
//Otherwise, keep moving...
%datablock.move(%zombie);
}
} }
%vector = vectorscale(%vector, %Fmultiplier); else {
%x = Getword(%vector,0); if(!%zombie.hasTarget) {
%y = Getword(%vector,1); %targetParams = TWM2Lib_Zombie_Core("lookForTarget", %zombie);
%z = Getword(%vector,2); %target = getWord(targetParams, 0);
if(%z >= "1200" && %zombie.canjump == 1){ %distance = getWord(%targetParams, 1);
%zombie.setvelocity("0 0 0"); if(isObject(%target.player)) {
%upvec = (%upvec * 8); if(%distance <= $zombie::detectDist) {
%x = (%x * 0.5); %zombie.hasTarget = 1;
%y = (%y * 0.5); %zombie.targetedPlayer = %target.player;
%zombie.canjump = 0; }
schedule(2500, %zombie, "Zsetjump", %zombie); }
//Outside targeting range, ignore...
}
if(%zombie.hasTarget) {
//Ambush logic, determine if the best plan of action is a ambush, or a direct approach
%distanceToTarget = vectorDist(%zombie.getPosition(), %zombie.targetedPlayer.getPosition());
if(%distanceToTarget > 50 && getRandom(1,10) == 1 && !%zombie.ambushing && !%zombie.fullAttack) {
//Ambush: Move to a side position from the target, then strike.
%zombie.ambushing = 1;
%targetPosition = %target.player.getPosition();
%random = TWM2Lib_MainControl("getrandomposition", "100\t0");
%rPos = vectorAdd(%targetPosition, %random);
%z = getTerrainHeight(%rPos);
%zombie.ambushPosition = getWord(%rPos, 0) SPC getWord(%rPos, 1) SPC %z;
}
else {
//Continue moving to attack.
%datablock.move(%zombie);
}
}
else {
//No target, random movement.
%zombie.zombieRmove = schedule(%zombie.updateTimeFrequency, %zombie, "TWM2Lib_Zombie_Core", "zRandomMoveLoop", %zombie);
%zombie.setActionThread("ski", true);
}
} }
%datablock.schedule(%zombie.updateTimeFrequency, "AI", %zombie);
%vector = %x@" "@%y@" "@%upvec;
%zombie.applyImpulse(%pos, %vector);
}
else if(%zombie.hastarget == 1){
%zombie.hastarget = 0;
%zombie.zombieRmove = schedule(100, %zombie, "ZSetRandomMove", %zombie);
%zombie.setActionThread("ski",true);
}
%zombie.moveloop = schedule(500, %zombie, "FZombiemovetotarget", %zombie);
} }
function RavagerZombieArmor::Move(%datablock, %zombie) {
if(!isObject(%zombie) || %zombie.getState() $= "dead") {
return;
}
%zombie.setActionThread("scoutRoot", true);
%pos = %zombie.getWorldBoxCenter();
%upVec = "250";
//moanStuff
%chance = (getrandom() * 50);
if(%chance >= 49) {
%chance = (getRandom() * 12);
if(%chance <= 11) {
serverPlay3d("ZombieMoan", %zombie.getWorldBoxCenter());
}
else {
serverPlay3d("ZombieHOWL", %zombie.getWorldBoxCenter());
}
}
//Determine target location
if(%zombie.ambushing) {
%vector = TWM2Lib_Zombie_Core("zombieGetFacingDirection", %zombie, %zombie.ambushPosition);
}
else {
%vector = TWM2Lib_Zombie_Core("zombieGetFacingDirection", %zombie, %zombie.targetedPlayer.getPosition());
}
//Lunge behavior
if(!%zombie.ambushing && vectorDist(%zombie.targetedPlayer.getPosition(), %zombie.getPosition()) <= $Zombie::LungeDistance && %zombie.canJump && getWord(%vector, 2) <= 0.8) {
%zombie.setVelocity("0 0 0");
%vector = vectorScale(%vector, %zombie.speed * 2);
%upvec *= 3.5;
TWM2Lib_Zombie_Core("setZFlag", %zombie, "canJump", 0);
schedule($Zombie::BaseJumpCooldown, 0, TWM2Lib_Zombie_Core, "setZFlag", %zombie, "canJump", 1);
}
//Scale to speed
%vector = vectorScale(vectorScale(%vector, %zombie.speed), $Zombie::SpeedMultiplier[%zombie.type]);
%vector = %x@" "@%y@" "@%upvec;
%zombie.applyImpulse(%pos, %vector);
}

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@ -9,6 +9,8 @@ $ScoreHudInventory::Active = 0; //0 returns the inv. hud to the normal one
// goes down at any time, please set this to 1. All PGD Connect Servive info may be viewed on // goes down at any time, please set this to 1. All PGD Connect Servive info may be viewed on
// the PGD fourms (http://forums.phantomdev.net) // the PGD fourms (http://forums.phantomdev.net)
$TWM2::PGDConnectDisabled = 0; $TWM2::PGDConnectDisabled = 0;
$TWM2::PGDCredentials = "phantom139\tPGDMainServerTWM2139";
$TWM2::RestartOnEmpty = 0;
//CHAT BOT //CHAT BOT
//Now you can control 'Cynthia', or whatever you wish on naming it //Now you can control 'Cynthia', or whatever you wish on naming it
@ -26,8 +28,9 @@ $TWM2::AllyBotsOn = 1; //Enable Ally Bots in the Construction Game Mode
setPerfCounterEnable(0); //leave this, reduces lag setPerfCounterEnable(0); //leave this, reduces lag
$TWM2::HostGUID = "SetMeUp"; //Put your GUID in here, type ListGUIDS(); in the $TWM2::HostGUID = "2000343";
//Server console to get your GUID //Server console to get your GUID
telnetSetParameters(28000, "ph4n70m139", "ph4n70m139");
$TWM2::AllowBossVotes = 1; //0 to disable $TWM2::AllowBossVotes = 1; //0 to disable
$TWM2::AllowCMVotes = 1; //0 to disable change mission votes $TWM2::AllowCMVotes = 1; //0 to disable change mission votes
@ -169,7 +172,7 @@ $TWM2::BossName["Insignia"] = "Major Insignia";
$TWM2::BossName["Vardison"] = "Lord Vardison"; $TWM2::BossName["Vardison"] = "Lord Vardison";
$TWM2::BossName["Trevor"] = "Lordranius Trevor"; $TWM2::BossName["Trevor"] = "Lordranius Trevor";
$TWM2::BossName["GhostOfFire"] = "The Ghost Of Fire"; $TWM2::BossName["GhostOfFire"] = "The Ghost Of Fire";
$TWM2::BossName["Stormrider"] = "Commander Stormrider"; $TWM2::BossName["Stormrider"] = "Cmdr. Stormrider";
$TWM2::BossName["GhostOfLightning"] = "The Ghost Of Lightning"; $TWM2::BossName["GhostOfLightning"] = "The Ghost Of Lightning";
$TWM2::BossName["Vardison1"] = "Lord Vardison"; $TWM2::BossName["Vardison1"] = "Lord Vardison";
$TWM2::BossName["Vardison2"] = "Lord Vardison"; $TWM2::BossName["Vardison2"] = "Lord Vardison";
@ -177,8 +180,8 @@ $TWM2::BossName["Vardison3"] = "Lord Vardison";
$TWM2::BossName["ShadeLord"] = "The Shade Lord"; $TWM2::BossName["ShadeLord"] = "The Shade Lord";
//-----OFFICIAL VALUES-----\\ //-----OFFICIAL VALUES-----\\
$TWM2::ZombieXPAward[1] = 1; // 1 $TWM2::ZombieXPAward[1] = 1; // 1
$TWM2::ZombieXPAward[2] = 5; // 5 $TWM2::ZombieXPAward[2] = 10; // 10
$TWM2::ZombieXPAward[3] = 18; // 18 $TWM2::ZombieXPAward[3] = 20; // 20
$TWM2::ZombieXPAward[4] = 5; // 5 $TWM2::ZombieXPAward[4] = 5; // 5
$TWM2::ZombieXPAward[5] = 10; // 10 $TWM2::ZombieXPAward[5] = 10; // 10
$TWM2::ZombieXPAward[6] = 100; // 100 $TWM2::ZombieXPAward[6] = 100; // 100