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.
This commit is contained in:
Robert Fritzen 2015-07-21 15:40:30 -05:00
parent d746dd443e
commit d69404f3aa

View file

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