Closed Minnakht closed 7 years ago
You have proposed this already. We gave you feedback, and recommended you read the doc outlining exactly what to do. The second sentence stated, in no uncertain terms, "Be concise and to-the-point."
Obviously you can read. So the only answer is that you must either be a smartass or a troll. This board is a place for people to work on OAA, not a place to pull dumb, disrespectful fucking stunts and waste everybody's time.
$BOSS
Arena
$BOSS's arena is one of the bigger boss rooms. Arena has ten $areas placed in it. An $area is a circle of moderate radius with an $object in the center. The $objects are small and about as tall as a human. The centers of the $areas are laid out on a big circle centered on the room's center with diameter equal to about 80% of the room's size. The $areas' centers are placed at 0° + 72k° and 18+72k° of the big circle. The room's corners have camps of $minions. $minion camps are similar in strength to medium creep camps, have no gold bounty, and are guaranteed to drop at least one Infinity Bottle. They respawn every $respawntime seconds. $minions are $blue with $red markings. $areas are divided into $areaAs, $areaBs and $areaCs. An $areaA is $red, an $areaB is $grey and an $areaC is $blue. Above the $object in a given $area, a bar is displayed, empty for $areaBs and $red or $blue for $areaAs and $areaCs respectively. The initial count of $areas is seven $areaAs, two $areaBs and one $areaC.
Boss
$BOSS is a big monster in the middle of the arena, thus also in the middle of the big circle. $BOSS is $red and all of $BOSS's active abilities have $red graphical effects too.
Phase 1 (10-5 $areaA)
Heroes are capable of interacting with $areas like so: Clicking an $areaA's $object causes heroes and friendly units in the $area to be stunned. A spell effect is placed in the $area deals $high damage over time split equally among units present. (Exactly like Mystic Flare.) As damage is dealt, the bar above the $area's $object drains. When empty, the $areaA becomes an $areaB. Duration of the stun and damage is $short to $moderate. Clicking an $areaB's $object causes the hero to use an Infinite Bottle item in that hero's inventory, or display a message if the item is not present. As heroes with an active bottle regeneration effect stand in the $area, the bar above its $object fills with $blue. When full, the $areaB becomes an $areaC. Clicking an $areaC's $object does nothing. The $object has an aura which grants units $low health and mana regeneration bonuses.
$BOSS has the following passive abilities: $passive1: Each $areaA and $areaB present in the arena has one of the following effects (both effects are multiplicative) (choice of implementation):
$passive2: $BOSS's attacks apply $debuff1. $debuff1 has $short duration and deals $low damage per second. $debuff1 is dispellable.
Damage from $BOSS interrupts the bottle regeneration effect.
$BOSS uses following abilities: $ability1: Target hero is given $debuff2 debuff. $debuff2 has $superlong duration and deals $huge damage per second to the hero. $debuff2 is undispellable. $debuff2 has significant $red graphical effect. $debuff2 is removed when the hero enters $areaC. $areaC used this way becomes an $areaB. $ability2: Target $areaB becomes an $areaA. $ability1 and $ability2's cooldowns scale with number of $areaAs present - the more present, the higher the cooldown.
Phase 2 (5-4 $areaA)
Due to cooldown scaling, $ability1 and $ability2 are cast more often than in phase 1. $BOSS uses an additional ability in this phase: $ability3: $BOSS deals $average damage in a cone beginning at $BOSS's location. Heroes hit gain $debuff3. $debuff3 deals $moderate damage over time with a $high duration. $debuff3 is dispellable.
Phase 3 (3-0 $areaA)
At this point, $BOSS takes either at most 87.5% reduced damage or only has up to 8*$baseHP which isn't much higher than $average, so heroes can effectively deal damage to the boss. $ability1 and $ability2 are cast often due to $moderate cooldown. It is difficult to for heroes to turn $areaAs into $areaBs and $areaBs into $areaCs at the rate $BOSS uses $ability1 and $ability2 to turn them back. $ability3 is used more often this phase too.