There's been an idea rumbling around in the back of my mind for some time now, and it was just pushed forward after reviewing the "recent" thread on how to code a Gauntlet.
Have any of you used DG Scripts to create some epic boss battles at the "end" of a zone? I've been curious as to whether DGS is capable of so radically altering a fight that players have to change strategy to proceed with any success...
A simple example:
1. We start a fight with the big baddy of a zone who's got some great loot. It's pretty vanilla. He behaves like any other caster might.
2. At 50% hp, our baddy gets peeved that the mortals are bugging him and decides to actually put forth some effort. Up goes a magical barrier that cuts certain types of damage in half.
3. 10% hp. Now things have become dire. Our baddy has realized that if he doesn't pull out all of the stops, he's toast. He leaps up to a balcony and starts chucking icy bolts of instant death at our heroes. If they fail to jump or duck or whatever, kerblam! They're fighting a man down.
4. Still at 10%, our baddy decides to go out like a true villain: in style. After some annoying dialog about taking everyone with him, he starts channeling in energy. If we don't ice him quickly, he's going to explode and take evertyhing in a 15 furlough radius along with him! Too bad he's still on that balcony so we can only hit him with ranged weaponry. :/
I think that my point has been made. Obviously, there are a few things in the above example that HAVE to be coded in, but assuming that we're working within the framework of a stock TBA or other CWG flavor, what are some of the limitations of scripting fights based on things like the boss mob's hp or timers?
Apologies if we've covered this... If so, it's probably worth a pointer to the old post.
Joined: Nov 26, 2005 Posts: 1390 Location: Shelby Township, Michigan
Posted: Wed Jul 21, 2010 12:28 am Post subject:
All of it is very doable. Would just be a few mob-hitpercent scripts, helpfile below should explain most of the details, but am more than happy to help on a more personal level if you want help actually making the script.
Quote:
TRIGEDIT-MOB-HITPERCENT TRIGEDIT-MOB-HITPRCNT
Activated during combat when the mobiles hit point percentage drops below a
specified percentage.
Numeric Arg : percentage of hitpoints at the threshold of allowing this trigger to
activate.
Argument : not used.
Variables:
%actor% - the character this mobile is fighting.
%self% - the mobile.
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