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Colossus Boss Quest

Printer

if Printer then print("LUA") end
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Hello,

i got inspired by Evan: http://otland.net/threads/colossus.177706/

So i thougt to script the boss from scratch and will be based on pure TFS 1.1.

Hopefully i will release it for the public.

Here is what i got so far:
ihmWao9bM.gif
 
Last edited:
I'm also open for suggestions.
 
I have been thinking about this and would love to see it be made for TFS 1.1 and released.
I will hopefully be able to come up with and create alot of nice pieces to release as well if you manage to create and release the first. ;)

Love for you again Printer. :)

Kind Regards,
Eldin.
 
This idea is so cool, especially that the hand switches floors so you can only hit it when it's down. People will have to time their combos right.

You could make him "grab people" that stand near his other hand and they will be tp'd "onto" the hand on the floor above, being isolated from exura sio range and stunned, having damage dealt to them every second for 5 seconds - and then he would drop the player back down with force dealing extra damage to him and everyone in the landing area.
 
Glad to see you working on this, we need people like you who are creative and innovative!
Keep up the good work and hope you can finish it.

By the way, I noticed that there is no need for mounds in 1.0 since you
can now programmically create tiles now.
 
Glad to see you working on this, we need people like you who are creative and innovative!
Keep up the good work and hope you can finish it.

By the way, I noticed that there is no need for mounds in 1.0 since you
can now programmically create tiles now.
Ye, but i have just added the the invis tile xD Less execute functions, better for the server :p
Printer and his rat buddy! :D

Nice to see you are working on this, good luck :)
Haha my rat :3
 
Also now both hand is moving and pushing creatures under the hands:
GBU6w5y_.gif


I thougt about moving the head down and let it also shoot like flamethrower and etc...
 
Also now both hand is moving and pushing creatures under the hands:
GBU6w5y_.gif


I thougt about moving the head down and let it also shoot like flamethrower and etc...

Why doesn't it also deal damage when it smacks someone from above? I feel like that should happen. Even stun them for a duration :p
 
Keep up the work, I'll be following the thread :)

Red
 
You don't even need configure any positions. The code is fetching the item position automatic ^^
Ky97qw6-W.gif
 
Now the Boss have 3 different moves :)
Smash, Punch and "Clap".
qG4B-dlBS.gif


Total lines of code: 200, in each move it's 30 lines and then i got the lib which i reuse the functions such as pushCreatures and etc..

There is also one issue with tfs 1.x. That there is no function creature:castSpell(spellName). I need that due to, sync the moves and also so it's not using punch while it's on the air xD

@Evan did you use the function castSpell?
 
@Printer

No, I did not use castSpell, I created a Combat object and executed it when necessary.
I've been working on this for awhile to get it to work in 1.0, unfortunately, there is an issue with dealing damage.

C735tcJ.gif


Code:
local combat = Combat()
combat:setParameter(COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
combat:setParameter(COMBAT_PARAM_EFFECT, CONST_ME_GROUNDSHAKER)
combat:setArea(createCombatArea(AREA_CROSS5X5))
combat:setFormula(COMBAT_FORMULA_DAMAGE, -1000, 0, -2000, 0)

...
combat:execute(nil, Variant(someCreature:getId()))
...

@Dalkon said this is probably because the caster is not found, he'll look into it another time.
 
Damn, what are the functions that made these things possible?

I have a lot of ideas now for mine bosses :D
 
@Evan
Well i have found a way around it ;)

LEzEFDOQx.gif


Now i'm able to sync the moves and even set how much chance to execute that move.

How i did it? Well i made that the hands are summons and the master is hidden.

Code:
combat:execute(creature, Variant(creature:getSummons()[1]))
 
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