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More Vardison Adjustments
Balanced the Shadow Rift's HP, fixed the WP bug, and changed the model to be "larger" to make it easier to shoot.
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@ -468,11 +468,11 @@ datablock PlayerData(VardisonStageThreeArmor) : LightMaleHumanArmor {
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};
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datablock StaticShapeData(ShadowOrb) : StaticShapeDamageProfile {
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className = "logoprojector";
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shapeFile = "pack_deploy_sensor_motion.dts";
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className = "Generator";
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shapeFile = "station_generator_large.dts";
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maxDamage = 10.0;
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destroyedLevel = 10.0;
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maxDamage = 2.0;
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destroyedLevel = 2.0;
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disabledLevel = 0.3;
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isShielded = false;
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@ -1660,6 +1660,8 @@ function VardisonManager::summonOrb(%this, %boss) {
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name = "Shadow Rift";
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};
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%orb.startfade(1, 0, true);
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//SFX
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$TWM2::VardisonManager.OrbSFX = new ParticleEmissionDummy(){
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position = %orb.getPosition();
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@ -1694,6 +1696,9 @@ function VardisonManager::orbKill(%this, %boss, %orb) {
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};
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%wipeEmit.schedule(500, "delete");
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//Delete the orb & it's effects
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if(isObject(%obj.waypoint)) {
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%obj.waypoint.schedule(500, "delete");
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}
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if(isObject($TWM2::VardisonManager.OrbSFX)) {
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$TWM2::VardisonManager.OrbSFX.schedule(500, "delete");
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}
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