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Jonathan 11 months ago
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f5e8984ab8
  1. 72
      Model/Entity/Data/DATA.cs
  2. 19
      Model/Entity/Data/Ids_Entity.cs

72
Model/Entity/Data/DATA.cs

@ -675,15 +675,14 @@ public class DATA
.AddPart(new EntityVanguardAddedModel
{ ReplaceId = DataType.UNIT_Ichor, ImmortalId = DataType.IMMORTAL_Atzlan })
.AddPart(new EntityProductionModel
{ Alloy = 50, Ether = 0, BuildTime = 16, ProducedBy = DataType.BUILDING_AltarOfTheWorthy })
.AddPart(new EntitySupplyModel { Takes = 2 })
{ Alloy = 80, Ether = 0, BuildTime = 24, ProducedBy = DataType.BUILDING_AltarOfTheWorthy })
.AddPart(new EntitySupplyModel { Takes = 3 })
.AddPart(new EntityVitalityModel
{ Health = 125, DefenseLayer = 100, Armor = ArmorType.Medium, IsEtheric = false })
.AddPart(new EntityMovementModel { Speed = 540, Movement = MovementType.Ground })
.AddPart(new EntityWeaponModel
{ Damage = 15, MediumDamage = 12, HeavyDamage = 9, Range = 400, AttacksPerSecond = 2.4f, Targets = TargetType.Ground })
.AddPart(new EntityIdPassiveModel { Id = DataType.PASSIVE_Stalk })
.AddPart(new EntityIdPassiveModel { Id = DataType.PASSIVE_Ambush })
//.AddPart(new EntityIdPassiveModel { Id = DataType.PASSIVE_Stalk })
},
@ -3192,7 +3191,7 @@ public class DATA
.AddPart(new EntityVitalityModel
{ Health = 1850, DefenseLayer = 450, Armor = ArmorType.Heavy, IsStructure = true })
.AddPart(new EntityWeaponModel
{ Damage = 15, Range = 800, AttacksPerSecond = 1.887f, Targets = TargetType.All })
{ Damage = 19, Range = 800, AttacksPerSecond = 1.887f, Targets = TargetType.All })
.AddPart(new EntityIdPassiveModel { Id = DataType.PASSIVE_Respite })
.AddPart(new EntityIdPassiveModel { Id = DataType.PASSIVE_Rootway })
},
@ -3207,7 +3206,7 @@ public class DATA
})
.AddPart(new EntityHotkeyModel { Hotkey = "F", HotkeyGroup = "V" })
.AddPart(new EntityFactionModel { Faction = DataType.FACTION_Aru })
.AddPart(new EntityProductionModel { Pyre = 50, Cooldown = 21 })
.AddPart(new EntityProductionModel { Pyre = 25, Cooldown = 21, BuildTime = 3})
.AddPart(new EntityVitalityModel
{ Health = 400, Energy = 100, DefenseLayer = 50, Armor = ArmorType.Heavy, IsStructure = true })
.AddPart(new EntityIdPassiveModel { Id = DataType.PASSIVE_RestoreLifeblood })
@ -3316,14 +3315,18 @@ public class DATA
{
Name = "Red Harvest",
Description =
"Summons Mala's spectre. All nearby allied units replenish life as they deal damage. Nearby allied AND enemy units spawn quitl upon death.",
"""
Target a location to summon Mala's Specter.
Nearby units make Quitl and give Sacral Blood on-death.
""",
Notes =
" - Summons Mala (moveable).<br/> - Quitl Seed Aura of radius 400: All units around Mala spawn a Quitl when they die. <br/> - Red Harvest Quitle last for 60 seconds."
})
.AddPart(new EntityHotkeyModel { Hotkey = "W", HotkeyGroup = "V" })
.AddPart(new EntityVanguardAddedModel { ImmortalId = DataType.IMMORTAL_Mala })
.AddPart(new EntityFactionModel { Faction = DataType.FACTION_Aru })
.AddPart(new EntityProductionModel { Pyre = 75, Cooldown = 30 })
.AddPart(new EntityProductionModel { Pyre = 75, Cooldown = 90 })
},
{
DataType.ISPELL_ProphetsFavor,
@ -3332,14 +3335,20 @@ public class DATA
{
Name = "Prophet's Favor",
Description =
"Within the area, Mala channels the energy of dying units to permanently enhance her chosen warriors.",
"""
Target an area. Permanently empower units.
Empowered units get more HP and damage. Does not stack.
Costs Sacral Blood. Get Sacral Blood from Mala's other Powers and Vanguard.
""",
Notes =
" - Summons Mala (unmoveable).<br/> - Once the nearest owned unit's supply is doubled by Mala's upgrade supply it will be deemed Worthy, consuming the stored upgrade supply.<br/> - Units of zero supply cost take 1 blood. <br/> - Worthy: Permanent upgrade that gives +30% Max Life and +30% Damage."
})
.AddPart(new EntityHotkeyModel { Hotkey = "E", HotkeyGroup = "V" })
.AddPart(new EntityVanguardAddedModel { ImmortalId = DataType.IMMORTAL_Mala })
.AddPart(new EntityFactionModel { Faction = DataType.FACTION_Aru })
.AddPart(new EntityProductionModel { Pyre = 50, Cooldown = 120 })
.AddPart(new EntityProductionModel { Cooldown = 5 })
},
{
DataType.ISPELL_RainOfBlood,
@ -3355,7 +3364,7 @@ public class DATA
.AddPart(new EntityHotkeyModel { Hotkey = "R", HotkeyGroup = "V" })
.AddPart(new EntityFactionModel { Faction = DataType.FACTION_Aru })
.AddPart(new EntityVanguardAddedModel { ImmortalId = DataType.IMMORTAL_Mala })
.AddPart(new EntityProductionModel { Pyre = 130, Cooldown = 30 })
.AddPart(new EntityProductionModel { Pyre = 150, Cooldown = 30 })
},
// Xol
{
@ -3365,14 +3374,18 @@ public class DATA
{
Name = "Prophet Of The Hunt",
Description =
"Summon Xol to hunt your enemies.",
"""
Target a location to summon Xol.
Get XP by assiting in kills. Level up to become more powerful.
""",
Notes =
" - Summons Xol (stealthed) after a 1 second delay.<br/> - Xol has 225 Life, 75 Shield, 410 Move speed, 70 Radius.<br/> - Xol has a weapon: 28 Damage, 1s Cooldown, 7 Range, Ground and Air.<br/> - Every 4 attacks, the next attack will deal 22 bonus damage.<br/>"
})
.AddPart(new EntityHotkeyModel { Hotkey = "W", HotkeyGroup = "V" })
.AddPart(new EntityFactionModel { Faction = DataType.FACTION_Aru })
.AddPart(new EntityVanguardAddedModel { ImmortalId = DataType.IMMORTAL_Xol })
.AddPart(new EntityProductionModel { Cooldown = 45, Pyre = 75 })
.AddPart(new EntityProductionModel { Cooldown = 50, Pyre = 50 })
},
{
DataType.ISPELL_HuntingGrounds,
@ -3381,29 +3394,19 @@ public class DATA
{
Name = "Hunting Grounds",
Description =
@"Prepare an area for an ambush, units in the area stealth and deal bonus damage on their first attack.",
"""
Target an area. Friendly units there become Hidden.
After becoming Hidden, friendly units get more movement speed, attack speed, and damage on their first attack.
Hunting Grounds disappears 5 seconds after a unit inside attacks.
""",
Notes =
" - After a 10 second delay, creates a large ambush area which lasts until after an ambush is sprung.<br/> - Units in the Hunting Ground become stealth.<br/> - Stealth units will deal double damage on the first attack and spring the ambush.<br/> - The Hunting Ground will disappear 5 seconds after an ambush is sprung.<br/> - Units can only get the bonus once."
})
.AddPart(new EntityHotkeyModel { Hotkey = "E", HotkeyGroup = "V" })
.AddPart(new EntityFactionModel { Faction = DataType.FACTION_Aru })
.AddPart(new EntityVanguardAddedModel { ImmortalId = DataType.IMMORTAL_Xol })
.AddPart(new EntityProductionModel { Cooldown = 60, Pyre = 50 })
},
{
DataType.ISPELL_MarkPrey,
new EntityModel(DataType.ISPELL_MarkPrey, EntityType.Pyre_Spell)
.AddPart(new EntityInfoModel
{
Name = "Mark Prey",
Description =
@"Enemy units in the target area are <b>Revealed</b> through fog of war. Units still in the area after a short delay are marked for 10 seconds to take bonus damage and provide Pyre when killed.",
Notes = "+3 pyre for kills"
})
.AddPart(new EntityHotkeyModel { Hotkey = "E", HotkeyGroup = "V" })
.AddPart(new EntityFactionModel { Faction = DataType.FACTION_Aru })
.AddPart(new EntityVanguardAddedModel { ImmortalId = DataType.IMMORTAL_Xol })
.AddPart(new EntityProductionModel { Cooldown = 15, Pyre = 25 })
.AddPart(new EntityProductionModel { Cooldown = 10, Pyre = 25 })
},
{
DataType.ISPELL_TheGreatHunt,
@ -3412,14 +3415,17 @@ public class DATA
{
Name = "The Great Hunt",
Description =
"Summon Xol to being a hunt. After a small delay enemy units will have reduced vision and friendly units will again a speed and attack speed buff.",
"""
Activate to reduce enemy vision range and give friendly units movement speed.
Affects all units. Friendly units get attack speed on-kill
""",
Notes =
" - Reduces enemy vision to 6 range (used to be 3).<br/> - After a 3 second delay, the hunt begins. The hunt lasts 20 seconds.<br/> - Summons Xol (moveable) to lead the hunt.<br/> - Units gain a 70% decaying move speed bonus for 6 seconds.<br/> - While on the hunt killing an enemy will cause a frenzy giving the killer double attack speed for 7 seconds <br/> - Adds duration timer to Xol"
})
.AddPart(new EntityHotkeyModel { Hotkey = "R", HotkeyGroup = "V" })
.AddPart(new EntityFactionModel { Faction = DataType.FACTION_Aru })
.AddPart(new EntityVanguardAddedModel { ImmortalId = DataType.IMMORTAL_Xol })
.AddPart(new EntityProductionModel { Pyre = 175, Cooldown = 120 })
.AddPart(new EntityProductionModel { Pyre = 175, Cooldown = 50 })
},
// Building
@ -3733,7 +3739,7 @@ public class DATA
Requirement = RequirementType.Research_Building
})
.AddPart(new EntityProductionModel
{ Alloy = 100, Ether = 75, BuildTime = 36, RequiresWorker = false })
{ Alloy = 200, Ether = 100, BuildTime = 60, RequiresWorker = false })
.AddPart(new EntityIdPassiveModel { Id = DataType.PASSIVE_Rootway })
},
{

19
Model/Entity/Data/Ids_Entity.cs

@ -57,19 +57,16 @@ public static class DataType
public static string ISPELL_DeliverFromEvil = "4168ca14-be95-4db4-b2b8-8b5491510b1a";
public static string ISPELL_Salvation = "dca82703-04af-4e4f-8f2d-eb16a72887e0";
public static string ISPELL_SummonGroveGuardian = "4829079a-9c7c-44f0-90a1-d6eb36f91a2f";
public static string ISPELL_ConstructBloodWell = "07aee142-02dd-4804-878a-2d5c6881e8c8";
public static string ISPELL_SummonGroveGuardian = nameof(ISPELL_SummonGroveGuardian);
public static string ISPELL_ConstructBloodWell = nameof(ISPELL_ConstructBloodWell);
public static string ISPELL_RedHarvest = nameof(ISPELL_RedHarvest);
public static string ISPELL_ProphetsFavor = nameof(ISPELL_ProphetsFavor);
public static string ISPELL_RainOfBlood = nameof(ISPELL_RainOfBlood);
public static string ISPELL_RedHarvest = "a9504b95-cc3a-4204-9bc2-7269424d26a3";
public static string ISPELL_ProphetsFavor = "68611c59-5e04-4f1d-866c-a18f0577b4df";
public static string ISPELL_RainOfBlood = "792df385-c66a-4710-9f75-97731897a565";
public static string ISPELL_ProphetOfTheHunt = "383e0a1c-07dc-4923-ae98-72561ab3b941";
public static string ISPELL_HuntingGrounds = "a6e5e18a-542e-4c41-a25e-00dd115f5223";
public static string ISPELL_MarkPrey = "8505419c-bb42-41fa-9c5b-fc0db280d7c0";
public static string ISPELL_TheGreatHunt = "efa14586-33f0-487f-b691-1ed3bcd5b0e6";
public static string ISPELL_ProphetOfTheHunt = nameof(ISPELL_ProphetOfTheHunt);
public static string ISPELL_HuntingGrounds = nameof(ISPELL_HuntingGrounds);
public static string ISPELL_TheGreatHunt = nameof(ISPELL_TheGreatHunt);
public static string ISPELL_ProphetOfTheRoots = nameof(ISPELL_ProphetOfTheRoots);
public static string ISPELL_WallOfRoots = nameof(ISPELL_WallOfRoots);

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