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[Xedra Evolved] Add Time Related Monsters #78579
[Xedra Evolved] Add Time Related Monsters #78579
Conversation
…r him_me, hit_you, and ignore impassable fields
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Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
Oh, the hell which I shall now unleash |
Weird is that clang failure related to this PR or something in master? |
I dont believe that is this pr. Currently #78565 has the same clang failures, which I believe means the cause is in naster |
* Xedra: Add time zombies, distribute STABILIZED_TIME, and allow monster him_me, hit_you, and ignore impassable fields * fixes highest tier zombies upgrading out of their path * Update data/mods/Xedra_Evolved/monsters/zombies.json Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com> * Lint and code review * clang fixes --------- Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
Summary
Mods "[Xedra Evolved] Add Time Related Monsters"
Purpose of change
Sub PR of #78366
Adds a couple of time related enemies for for time content and to also add enemies for chronomancers to kill to gain insight.
Describe the solution
Adds 3 time related zombies
Distributes STABILIZED_TIMELINE flag to a couple of other monsters, such as hounds of tindalos.
Infrastructure:
Describe alternatives you've considered
One big PR
Testing
Tested that zombies correctly restore their HP
Tested that monsters with the STABILIZED_TIMELINE flag correctly path through fields they are immune to
Tested that monsters apply the spell for their hit_you enchants
Tested that monsters apply the spell for their hit_me enchants
Teleported around a bit and confirmed that the monsters were actually appearing
Additional context