My idea was creating 12 amulets with 100% immune to all but one dmg type, and 100% vuln to a single damage type. And have the boss randomly equip one from his inventory every few rounds.
I never got around to pursuing this encounter because on our server players had up to 180 unresistable dmg from EffectDamageIncrease at the time. This has recently been changed to temporary damage bonuses on weapons which has revived my motivation
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I would like to get a little help from some of you more experienced scripters to try and get a smoothly running system for this boss. I honestly don't even know where to start for the most part. But as I said above I never even got past the concept on this so I never researched the inventory functions and whatnot. I guess I could figure it all out on my own, but it might not be as refined as someone elses.
I'm thinking just make these 12 amulets with linear resrefs/tags and use GetItemPossessedBy to loop through the 12 items and ActionEquipItem to equip one.
skip_dmgshld_01
skip_dmgshld_02
skip_dmgshld_03
... etc.
And then run this code OnCombatRoundEnd with like a 50% chance to change items.
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Second part of the encounter would be creating like 50 waypoints and run a random teleport + timestop OnDamaged in the boss's events.
What do you guys think? And suggestions welcome.
Thanx





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