maeondir: monsters

"eventually EUO will get to the point its (sic) unplayable" - Dudle

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eggmceye
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maeondir: monsters

Post by eggmceye » Tue Jul 15, 2008 4:57 pm

This thread and the other 2 on maeondir were in a extra secret forum which I used for organising help (ie bossing players around). Now that it's live that secret forum is now deleted and these 3 threads are moved to friends of euo forum for posterity.



every mob in btiles22 and 25 that isn't in game can make an appearance in maeondir. Here is my rough list - I need you guy's input here, as you know how to play the game, not I:

* crab, forest golem : melee mobs, lvl 40 and 60 sound ok?
* corpser : drags player underground
* pheonix, firefox, and fire mobs or tylers : for pheonix cave - IFH, VF, flame strike (new spell?) - when phoenix dies turns into an egg which must be killed within X seconds or spawns a new pheonix
* ice dragon : freezing spell, to be made, if there is freezing this implies magic damage types, fire, cold, etc!
* sword golem : probably another melee but can summon other weps of rustys
* silver serpent : grey unused snake av
* mothra : that funny moth av, casts slow? whatever!
* more undead: undead jester, bard, zombie orc

plus there are blood mobs, fire mobs, more funny avs or morths in btiles 25 - dark globlins, so much stuff that I can't get my mind around it all to design some abilities.


What needs to be done is populate the new maps with the new mobs, and give the new mobs abilities so that they become an interesting challenge. We can make new spellls, put them in spells.dat then make the mob learn the spells, w/o doing scripts for each mob as the bosses are done - just let the engine do the work the way it does for mino shamans, drags etc!

Each mapset needs to be aimed at a particular lvl. Eg, pheonix cave is lvl 120+ so all the fire mobs have to be hard. EUO was never designed in this organised top down fashion, that is why I am bad at it.

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Post by Rusty76 » Wed Jul 16, 2008 7:47 am

Morthwyl's avatars are good but I thought they needed some brightening, so here they are, brightened.
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Post by Rusty76 » Sun Jul 20, 2008 9:07 am

I've been working on mobs for the past few days so here's what I've accomplished:

corpser, hp 100, as 25, ac 25, dmg 4d5, xp 100, int 400, mr 200, spells - scripted spell that pulls players underground for 3 seconds (blind, paralyzed and invisible)

fire_golem, hp 300. as 55, ac 35, dmg 5d8, xp 200, int 10, mr 10000, no spells
sometimes drops glowing embers when it dies
i used Chedich's avatar from the forums for this one

tinted zorns
all zorns have a chance to drop gold nuggets when they die.
just recolored the zorn avie for these
also set up pet evolution for zorns. regular zorn -> copper zorn -> blackrock zorn -> adamantium zorn
---copper zorn, hp 55, as 15, ac 21, dmg 3d4, xp 86, int 120, mr 60, spells ivpy
---blackrock zorn, hp 80, as 15, ac 26, dmg 4d4, xp 96, int 133, mr 67, spells ivpy
---adamantium zorn, hp 100, as 25. ac 31, dmg 5d4, xp 108, int 150, mr 75, spells ivpy

firey fox, hp 550, as 35, ac 35, dmg 6d7, xp 700, int 850, mr 400, spells vf:ip2

phoenix and phoenix egg
when the phoenix dies it spawns a phoenix egg. if the egg is not killed within 10 seconds the egg disappears and spawns another phoenix
used phoenix avie and made phoenix egg avie that pulses with red orange and yellow
---phoenix, hp 10000, as 75, ac 55, dmg 5d10, xp 10000, int 4000, mr 1500, spells vf:ifh:vm2:wq
---phoenix egg has 5000 hp but doesn't move or attack.

skeleton jester, hp 45, as 10, ac 12, dmg 1d10, xp 97, int 300, mr 30, spells aep:xj:ip2

grateful dead, hp 45, as 10, ac 22, dmg 2d7, xp 97, int 300, mr 30, spells sl:aep

silver serpent, hp 150, as 50, ac 30, dmg 20d2, xp 250, int 50, mr 250, no spells

animated sword, hp 500, as 75, ac 50, dmg 25d2, xp 500, int 10, mr 100, no spells
can drop a cursed long sword when it dies.

ancient vampire, hp 300, as 25, ac 35, dmg 4d3, xp 350, int 700, mr 750, spells xmp:xc:kxc

undead warrior, hp 300, as 55, ac 35, dmg 5d8, xp 200, int 10, mr 100, no spells


Well that's all I've done. These can be changed if you think they are too hard or not hard enough. I'm still having a problem with the phoenix though, I can't get a boss phoenix egg to drop. I don't want to have boss phoenixes drop because then players would kill the phoenix and leave the egg. I want players to have to kill the egg to get the drop from a boss phoenix.

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Post by Rusty76 » Sun Jul 20, 2008 5:11 pm

I've fixed my problem with the phoenix :D Turns out that setting the time_alive prevents a mob from dropping anything. I instead used the egg's AC as a workaround to make a countdown timer for the egg. The upshot to using AC is that if someone makes the mistake of cleaving the egg, it'll hatch in half the time X-D

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Post by Rusty76 » Sun Jul 20, 2008 5:50 pm

Here is the avatars I've used for the new mobs, poorly cut out of the btiles...

phoenix
phoenix egg
copper zorn
blackrock zorn
adamantium zorn
fire golem
skeleton jester
grateful dead
animated sword
corpser
ancient vampire
undead warrior
firey fox
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Post by eggmceye » Mon Jul 21, 2008 10:13 am

awesome work

I'm going to try and group the mobs buy map now:

fire mobs - pheonix cave / fire mountain:
lava golem
pheonix
firefox
fire demon (needed)
fire dragon (existing)

castle brownthorne - undead #3:
ancient vampire
undead warrior
grateful dead
skel jester - make harder

sword golem tower:
sword golem
2 or 3 others
wizard's apprentice
wizard at top with boss swords

swampytown:
corpser
alligator

blood moor:
7x blood nasties ?

anathema:
?

another cave that tyler made, probably going south of castle farimond:
tinted zorns
mothra (to do)

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Post by Rusty76 » Mon Jul 21, 2008 10:41 am

eggmceye wrote:fire demon (needed)
There is a fire daemon already in, is that what you're wanting?

fire daemon, hp 530, as 45, ac 39, dmg 7d7, xp 560, int 1000, mr 400, spells ifh:vf

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Post by Rusty76 » Mon Jul 21, 2008 1:07 pm

Okay, I've done the blood mobs. the blood drake, dragon and wyvern were taken from the blood_queen.lua I kinda figured out the stats for the others by comparing them to normal and shadow mobs. The blood golem was already done so I didn't touch it.

#code, name, HP, AS, AC, dmg, xp, INT, MR, spells
348, blood_mage, 1600, 40, 85, 4d10, 1800, 4000, 1000, og2:vm2:xmp:aep:wq
349, blood_warrior, 2400, 110, 35, 10d12, 1800, 200, 10000
34a, blood_lord, 4000, 150, 1000, 20d10, 5000, 6000, 10000, xmp:aep:og2:wq
34b, blood_drake, 800, 80, 20, 30d2, 600, 900, 600,xmp
34c, blood_dragon, 2250, 100, 20, 60d2, 1800, 2000, 800, xmp
34d, blood_hydra, 750, 50, 20, 25d2, 500, 750, 500, xmp
34f, blood_wyvern, 6000, 200, 40, 80d2, 4500, 2700, 800, xmp:xc
350, blood_golem, 620, 78, 35, 13d13, 460, 10, 5000


if something needs to be different let me know. Also, how much harder do you want that skeleton jester?

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Post by Rusty76 » Mon Jul 21, 2008 1:50 pm

Created new spell "blood drain" taken directly from the blood wyvren in blood_queen.lua. Added blood drain to the blood wyvren's spells.

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Post by Rusty76 » Mon Jul 21, 2008 6:49 pm

I upped the stats on the skeleton jester. tried to put it somewhere between the grateful dead and the undead warrior in difficulty.

skeleton_jester, hp 150, as 30, ac 25, dmg 3d10, xp 300, int 900, mr 300, spells aep:xj:ip2


Also, I posted the stats for the silver serpent but I forgot to post the avie I'm using for it, as if you couldn't guess :)
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Post by Rusty76 » Mon Jul 21, 2008 7:18 pm

There are some really good avatars in this thread...

viewtopic.php?f=6&t=1780&st=0&sk=t&sd=a

If you see something in there you want a mob made out of let me know. I particularly like the nightmare and the different type energy fields. I was also thinking of maybe using the electric rat, bat and snake along with the golden dragon (the one with the blue lightning) to create some electric type mobs.

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Post by eggmceye » Mon Jul 21, 2008 8:21 pm

Yup the nitemare is great. I was thinking about making that mob or a pet or a mount or both.

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Post by Rusty76 » Tue Jul 22, 2008 7:25 am

eggmceye wrote:Yup the nitemare is great. I was thinking about making that mob or a pet or a mount or both.
added the nightmare

nightmare, hp 300, as 50, ac 25, dmg 10d4, xp 450, int 600, mr 500, spells vf:ifh

I didn't want to make it too tough, especially if it was going to be a pet, so I figured just a bit tougher than a hydra or white dragon. I set the tamability to 105 so they'd have to be at 100 taming to get one. I don't know what they should eat so I'm leaving them like a normal horse in this respect.

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Post by eggmceye » Thu Jul 24, 2008 3:16 pm

this is all awesome rusty, thanx

maybe it might be time to start spawning some maps soon? I'll analyse what really needs doing later.

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Post by Rusty76 » Thu Jul 24, 2008 4:44 pm

I've been working on the sword golem..

sword_golem, hp 600, as 75, ac 35, dmg 8d8, xp 400, int 10, mr 10000

I also tried to make an avie for the sword golem. Let me know what you think.
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Post by eggmceye » Thu Jul 24, 2008 4:49 pm

ha as cool as this is, the sword golem was meant to be the floating / glowing sword, in btiles25 I think - how does it animate? This will be useful.

edit: you labelled it animated sword above.



anyway it is not that important: I mean, I haven't done any design for "sword tower" which I wanted to put some animated swords and what not, golems, whatever - your scripted weapons etc !

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Post by Rusty76 » Thu Jul 24, 2008 6:12 pm

eggmceye wrote:ha as cool as this is, the sword golem was meant to be the floating / glowing sword, in btiles25 I think - how does it animate? This will be useful.

edit: you labelled it animated sword above.
Ah, oh well. Do I need to change the stats and name of the animated sword then? If so let me know. I've had an idea how to do a flame strike type of spell (PoT, AoE) so i'm going to tinker with that.

Should I send you all the files I've been working on? That way you could be spawning some of the maps that already have the mobs made for them.

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Post by Rusty76 » Thu Jul 24, 2008 7:20 pm

Finished Flame Strike spell. When cast it hits everyone up to 2 steps away from the target (a 5x5 square) with fireballs, and it does it for 5 seconds. The fireballs hit for the mob's normal fireball damage and it only hits things that are different alignment than the mob is. The only mob that I've given this spell to is the phoenix as it is very powerful. If you think the spell needs tweaking or it's not what you had in mind let me know.

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Post by Rusty76 » Sun Jul 27, 2008 2:47 pm

I made an avie for a crossbow golem for the sword golem tower, used the animated sword (sword golem) as a starting point.

crossbow_golem, hp 300, as 55, ac 35, dmg 6d8, xp 400, int 10, mr 10000

The crossbow golem shoots arrows of course.

Please let me know if want to use it or if you'd rather do something else.
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Post by eggmceye » Mon Jul 28, 2008 10:22 pm

MITE BE time to send it all on to me and I'll start spawning some of my maps and think about what else needs doing.

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