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Boss fight

katamizaakatamizaa Member, NW M9 Playtest Posts: 30 Arc User
edited December 2014 in Foundry Mechanics & Questions
Hello guys,

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).

How can I do this? or they are not possible ?
Post edited by katamizaa on

Comments

  • celticgamer0celticgamer0 Member Posts: 537 Arc User
    edited August 2014
    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.
  • bardaaronbardaaron Member Posts: 545 Bounty Hunter
    edited August 2014
    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.
    [SIGPIC][/SIGPIC]
  • eldartheldarth Member Posts: 4,494 Arc User
    edited August 2014
    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.
  • katamizaakatamizaa Member, NW M9 Playtest Posts: 30 Arc User
    edited August 2014
    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.
    eldarth wrote:
    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.
  • celticgamer0celticgamer0 Member Posts: 537 Arc User
    edited August 2014
    eldarth wrote: »
    For timed events your only option is the Advanced Foundry Topic

    That wiki has me befuddled.
  • eldartheldarth Member Posts: 4,494 Arc User
    edited August 2014
    katamizaa wrote: »
    Those fires u mentioned can be set to appear, disappear and combined with the tricks in the wiki ?

    Yep. Any Appear When/Disappear When -- for the advanced stuff you probably want ... When Encounter Complete.

    That wiki has me befuddled.

    Which part? Maybe I can explain it a little clearer than I wrote it awhile ago.
  • katamizaakatamizaa Member, NW M9 Playtest Posts: 30 Arc User
    edited August 2014
    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 ?
  • celticgamer0celticgamer0 Member Posts: 537 Arc User
    edited August 2014
    eldarth wrote: »
    Which part? Maybe I can explain it a little clearer than I wrote it awhile ago.

    I'll send a PM so not to steal the forum :)
  • warboytwarboyt Member Posts: 2 Arc User
    edited December 2014
    I need help making boss and mini boss and how to have dialog then fight and drop item from mini boss my 1st time in Foundry
  • iandarkswordiandarksword Member Posts: 978 Arc User
    edited December 2014
    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
  • warboytwarboyt Member Posts: 2 Arc User
    edited December 2014
    Ok Thanks for the info Landarksword Ill try that.
  • eldartheldarth Member Posts: 4,494 Arc User
    edited December 2014
    Solos (7-bar mobs): Plaguechanged Maw, Shocktroop Devil, Magma Brute, Fomorian Warrior, Fomorian Totemist, Fomorian Witch, Hulk, Thoon Hulk, Ogre Savage, Dire Polar Bear, Red/Green Golem

    Note that most also come with some minions/support and not necessarily single mobs.
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