I'm new here, so I dont know what is possible and what is not.
I want to create 2 bosses:
1. The first one should after X seconds become an npc and spawn a copy of himself, if the copy still alive after X seconds, he spawns another copy. This boss will only return as an encounter if all the copies are killed.
2. This one is a bit more simple. I want him to spawn a "temporary" fire somewhere in his room, dealing damage on those near it and then just disappear( the flame).
I am still getting the hang of things myself. By spawning himself you mean to have him as an NPC whilst the player is fighting his double? This is simple. First make him as an NPC then go to encounters and select Adventurer 'Enemy' dress him up to look just like the NPC and either have the encounter appear when the Player hits a marker or after he speaks to the NPC. Then once the first encounter is defeated have another spawn after. Then when all copies are killed have the NPC disappear and an encounter take his place. As far as the fire, all I can say is have it appear when a certain component is reached.
I don't believe the whole scenario can run quite how you want it to, but with spawning after a certain number of seconds, assuming you are making an indoor map, that can be done with a drop timer. Look at the Advanced Foundry topics and you can calculate the height to place the encounter to get the right timing. If it needs to be longer, just use a chain of drops.
For timed events your only option is the Advanced Foundry Topic previously mentioned (and in my sig).
For fires, I believe the only fires that actually cause a PC damage are the barrels/creates/beams fires.
...or a couple of the lava details, and the spellplague cracks (which give a nice "magical" blue fire to the PC).
They don't do a lot of damage though, so it's about as useful as the anemic "traps" in this game.
I am still getting the hang of things myself. By spawning himself you mean to have him as an NPC whilst the player is fighting his double? This is simple. First make him as an NPC then go to encounters and select Adventurer 'Enemy' dress him up to look just like the NPC and either have the encounter appear when the Player hits a marker or after he speaks to the NPC. Then once the first encounter is defeated have another spawn after. Then when all copies are killed have the NPC disappear and an encounter take his place. As far as the fire, all I can say is have it appear when a certain component is reached.
I'll try to combine this with the trick in the wiki.
For timed events your only option is the Advanced Foundry Topic previously mentioned (and in my sig).
For fires, I believe the only fires that actually cause a PC damage are the barrels/creates/beams fires.
...or a couple of the lava details, and the spellplague cracks (which give a nice "magical" blue fire to the PC).
They don't do a lot of damage though, so it's about as useful as the anemic "traps" in this game.
Damage is not the problem, I just want something to annoy and force the player to move, this would avoid a super fast kill.
Those fires u mentioned can be set to appear, disappear and combined with the tricks in the wiki ?
And Thanks for the link, this will be very helpfull.
Instead of creating another topic, I'll use this one.
Besides traps and some kinds of flames, there is anything else that I can use to deal damage to players ?
Hopefully you didn't necro this. Here's the deal. Bosses as they appear in the game are not viable in the Foundry. You can change the costume of a larger Hard encounter (Thoon Hulk, Plaguechanged Maw, Ogre, Etc.) to serve as a "boss." If you want to create dialog, you'll have to do a mixture of "Appear after dialog X" type encounters with one being a similar costumed NPC, then disappearing, and the other being the monster. You can not have a shout type dialog, the player will have to interact with the "Boss" in close proximity before the battle. Keep that in mind when you place additional enemies. You can set up the item to drop via a menu in the encounter you chose for your boss, or you can have an item appear that contains the item after defeating the boss. I did something similar in the "Extended Edition" version of "Whispers of an Ancient Evil..." but the dialog appears after the boss had been defeated. If it helps you, write a flow chart out for your dialog, then try to tweak it so it behaves accordingly.
"I don't know, I'm making it up as I go..." Featured Foundry Quest:Whispers of an Ancient Evil [v3] - NW-DQ4WKW6ZG Foundry Quest: Harper Chronicles: Blacklake - NW-DCPA4W2Q5
Comments
For fires, I believe the only fires that actually cause a PC damage are the barrels/creates/beams fires.
...or a couple of the lava details, and the spellplague cracks (which give a nice "magical" blue fire to the PC).
They don't do a lot of damage though, so it's about as useful as the anemic "traps" in this game.
Encounter Matrix | Advanced Foundry Topics
Damage is not the problem, I just want something to annoy and force the player to move, this would avoid a super fast kill.
Those fires u mentioned can be set to appear, disappear and combined with the tricks in the wiki ?
And Thanks for the link, this will be very helpfull.
That wiki has me befuddled.
Yep. Any Appear When/Disappear When -- for the advanced stuff you probably want ... When Encounter Complete.
Which part? Maybe I can explain it a little clearer than I wrote it awhile ago.
Encounter Matrix | Advanced Foundry Topics
Besides traps and some kinds of flames, there is anything else that I can use to deal damage to players ?
I'll send a PM so not to steal the forum
Featured Foundry Quest: Whispers of an Ancient Evil [v3] - NW-DQ4WKW6ZG
Foundry Quest: Harper Chronicles: Blacklake - NW-DCPA4W2Q5
Note that most also come with some minions/support and not necessarily single mobs.
Encounter Matrix | Advanced Foundry Topics