(lazily merged it into one, sorry) (merged anything that you didn't do until now)
(will delete my additional posts if you ask, just to clean issue, or I can possibly move this to pull requests or something, idk)
(and also edited some notes)
I have a few further ideas for the fork:
Add a "StatTool" which gives admins an ability to look for statistics for every boss on server and stats for individual player on server (in case of boss balancing stats), like:
- average playtime for this boss
- boss pick rate
- kill percent ratio
- win percent ratio;
Add a "boss round blocker", "companion abuse blocker" and "boss map blocker";
- "boss round blocker" blocks boss for some rounds after someone play as this boss, bypass for admins is optional;
- "companion abuse blocker" is the same, but more specific for the issues with abusing "ff2_companion_restore", because this thing part of owners feel like compensation for the playing for not favorite boss (when companions disabling feature turned off), not like the abusing for infinite duos.
- "boss map blocker" says everything for itself: block the boss permanently for specific maps;
Add a shield changer feature like boss settings (like shield with 25% resist for one boss and break only if hit is fatal for another) and/or like give player command to switch it (to give player an ability to choose between different playstyles with that shield); Maybe made 4 cases for shield-pick cvar, and for the last option (shield with resist and HP) make 4 additional cvars? Like HP, resistance percent and what kind of resistance it gives (ranged, melee or both), and do it breaks on fatal hit?
Add character names translation for the boss select and huds like a boss setting, like to improve the translations:
"name_en" "Blitzkrieg"
"name_ru" "Блицкриг";
(if it is possible) Make configurable Kunai HP-steal formula to pick without stabbing in the back and getting only 210 HP.
(if it is possible) Maybe do some overhaul to the "character.cfg" and to companions, just to "group them into a minipacks like this:
"FF2"
{
"1" "saxtonhale"
"seeduo"
{
"2" "seeman"
"3" "seeldier"
}
"4" "hhh_hale"
}
This can make companion sorting easier and can (maybe) give an ability to make custom duos-trio name packs, like "Seeduo: %nameone% became Seeman with %a% HP, %nametwo% became Seeldier with %b% HP", instead of doing "%nameone% became Seeman[DUO] with %a% HP"... you got the idea.
If you made some cvar like restore points for being companion, why not to add system like "restore points if boss instantly killed"? Like if you have a boss that anyone can kill under N seconds and boss really can't do anything (like I have Sans which works on tweaks with tfconditions, and there is rare cases when players can kill him right after the round starts). If this happens, player gets maximum queue points and start round again with that boss. If that possible, make something like additional boss settings, like "killstartroundtime", "killstartroundseconds", "killstartroundqueuepoints", and so on.
Add something like internal respawn like "[VSH] Lives" plugin, and boss settings about it (how much player can regen lives on this boss, can he regen lives, how much is cooldown between respawning, etc.). But if it is possible, it's just an idea anyway.
Class specific ragedamage and health formula is something like check all the classes in opposite team, and add additional HP and/or ragedamage limit HP, like:
You have a boss with default HP formula, but you see that some players already play vs this class as a heavies. So, to buff this boss against this classes you just add something like:
"health_formula_heavy" "5000", and your boss will have an additional 5000 HP to his health formula for every heavy in read team.
The same thing is about ragedamage.
Maybe set something like additional cvar for weapons in "weapons.cfg", which will make them always be crit-boosted, mini-crit-boosted or do normal damage, if attributes don't say another thing?