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Boss Fights

r-bin edited this page Jan 14, 2024 · 9 revisions

Techniques

Command
(*not vanilla)
Description
Sprite AI Predefined by the sprite:
  • Magmar: Rolls, shoots in the air and it lands on the active player, shoots at the active player)
  • Vigor: Throws a boomerang at the active player
  • FootKnight: Charges at a random player
Event
Trigger based
  • On damage
  • On death
  • On talk*
Event
HP Thresholds
E.g.
  • Updates HP after receiving damage (first damage after passing the threshold triggers this event)
  • Multiple thresholds can be added
Event
Time based
E.g.
  • Every X frames
  • Other events can reset the timer
Action
Casting spells
  • Source entity
  • Target…
    • entity
    • ON boy, dog if alive
  • Level
  • Formula
    • Projectile (Flash, Fireball)
    • Animation (Acid Rain, Crush, Drain, Double Drain*, Sting*, Lightning Storm, Explosion, Corrosion, Nitro, Slow Burn, Heat Wave, Storm, Plague)
    • Debuff (Confound, Disrupt*, Stop*)
    • Heal (Heal, One Up*, Cure*, Miracle Cure*, Forcefield*)
Action
Damage/Heal
  • Heal entity by X (E.g. Magmar + lava)
  • Damage entity by Y (E.g. Thraxx knock back)
Action
Spawn enemy
E.g.
  • Spawn enemy (E.g. Thraxx maggots)
  • Spawn enemy with properties on death (E.g. Viper Commander, Mungola puppets, etc.)
Action
Projectiles
E.g.
  • Straight (E.g. Vigor audience throwing trash)
  • Upwards (E.g. Magmar, when shooting in the air)
Action
Animate sprite
E.g.
  • Talking (E.g. Viper Commander)
  • Casting (E.g. Minitaur, Verminator, etc.)
Action
Sprite flags
E.g.
  • Invisible (E.g. Salabog diving)
  • Invincible (E.g. ^)
  • AI Inactive
  • No Clip*
Action
Sprite attributes
E.g.
  • HP (E.g. The mini boss Monk is a regular one with altered HP)
  • Falling height (E.g. Thraxx maggots)
  • Jump height (E.g. Carltron jumping randomly)
  • Face direction (E.g. Vigor checks if he is being attacked from behind)
  • Damage type (E.g. Vigor checks if he is being attacked by a weapon or spell)
  • Palette*
Action
Forced movement
 E.g.
  • Walking to coordinate (E.g. raptors)
  • Teleporting to a coordinate
  • Arching jump (E.g. Magmar jumping into the lava)
  • Low arching jump (E.g. Bad Boy owls are being dragged to the podium)
Stacking sprites* E.g.
  • Sprite_1 = Sprite_2 + [5px, 0px]
  • Updates the position every frame
Phases* E.g.
  • Cast X in phase 1
  • Cast Y, Z in phase 2

Examples

Boss
(*not vanilla)
Description
Magmar 
  • Sprite AI:
    • Walking animation = Rolling (Has damage frames)
    • Shoots projectiles upwards, at the active player
    • Shoots projectiles at the active player
  • On damage:
    • Threshold 750 HP -> Cast Heat Wave
    • Threshold 500 HP -> Cast Heat Wave
  • After X frames:
    • Jump to lava + Heal self + Jump back

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