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[APPROVED] Weakener


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 Post subject: Re: Weakener
PostPosted: 15 Jul 2011, 00:44 
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Commander Keen  A rather ghastly dragon
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Joined: 11 Dec 2009, 20:01
Posts: 2667
Monsters like this work better when they can fly, so they can get to the player more easily.
Currently reading: Blood Ravens, The Dawn of War Omnibus
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 Post subject: Re: Weakener
PostPosted: 15 Jul 2011, 02:23 
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SSG Zombie  Addicted to Cacodemons.
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Joined: 14 Jun 2011, 22:19
Posts: 152
Flying weakner, and ground weakner.. Why not have both?
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 Post subject: Re: Weakener
PostPosted: 15 Jul 2011, 02:43 
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Baron of Hell  Baron of Hell
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Joined: 14 Dec 2009, 23:43
Posts: 647
Location: Long Island
I think the name 'weakener' is catchy... sounds like a superhero, or rather an antihero LOL!!!! ;)


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 Post subject: Re: Weakener
PostPosted: 15 Jul 2011, 18:05 
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Mancubus  Suffer.
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Joined: 18 Dec 2009, 20:36
Posts: 666
Location: Bucharest
I like his face, his eye looks very convincing and powerful. Also he should fly but kinda stay in the back? Didn't get time to test him.
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 Post subject: Re: Weakener
PostPosted: 15 Jul 2011, 18:33 
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Satyr  Satyr
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Joined: 13 Dec 2009, 23:09
Posts: 436
Location: United States of America
I'm actually wondering now if I should change the sprites. I got approval and dissapproval for the current sprites (From the Cacomental...)

To make it less noticable, I could put a 0.75 scale. It would fit accordingly too with health, as it has 0.75 the health of a Caco as of now.

printz wrote:
Also he should fly but kinda stay in the back?


Why do I feel like there is a flag for that that I am not aware of right now?


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 Post subject: Re: Weakener
PostPosted: 15 Jul 2011, 19:09 
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Dark Imp  Advanced Decorate-Guy
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Joined: 25 Dec 2010, 16:12
Posts: 57
Try +AVOIDMELEE or this:
Add +FRIGHTNEND and sometimes change this flag. Sounds stupid but it could work. I'd test if i wasnt on my iphone.


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 Post subject: Re: Weakener
PostPosted: 15 Jul 2011, 19:29 
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Satyr  Satyr
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Joined: 13 Dec 2009, 23:09
Posts: 436
Location: United States of America
Gonna try that soon...but I found a bug.
You can't pick up the "mist" without moving...
Is there a power-up flag to overcome this?

EDIT: Worked Around. The projectile now hurts, albeit very weak. Only one damage. If you throw in the double damage and Doom's code, however, it gets more powerful (Testing it, I got hit for double digits.)

This puts it in between support and defensive roles. It can be used solo and still work now, but this is improper usage.

Also scaled 0.75 now to compensate it's lower health. It's also less aggressive.

Almost done, just compressing.

EDIT2: Updated.


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 Post subject: Re: Weakener
PostPosted: 17 Jul 2011, 23:03 
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Wraith  μῖσος
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Joined: 02 Nov 2010, 08:27
Posts: 75
Location: Here
I remember that somewhere, a simple yet cool sprite edit.
"THE. HUNT. IS. OVER."


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 Post subject: Re: Weakener
PostPosted: 08 Feb 2012, 14:01 
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Site Admin  Site Admin
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Joined: 11 Dec 2009, 18:51
Posts: 4298
Location: Germany
Approved


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