A COMPLETELY new boss.

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MrSam

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Lol erm. They wud turn to face different directions and stuff. Occurred to me very briefly. The only way you could do it is if you had some kind of torso seperating them.


What might work is if you had the two mobs seperate about a space apart growing out of some big inanimate torso that's got no visible name and 100% evasions. Part of the EC recoloured might work well.

Then have no move on either half of the ghoul.

Throw in loads of zombies, again un-killable around that torso, just to make it look like a bulge of writhing mass with two ghouls towering out of it. Kick ass IMO... dunno how well it wud work.




If anyone wants to try that - please post screenies:
- LeftSide (img = ghoul), move speed = 0, type = EC to base off. (HIGH AMC)
- RightSide (img = shoul), move speed = 0, type = OmaKing to base off.
- WrithingMass0 (img = recoloured piece of EC... representing torso of living mass...), move sped = 0, p. evasion + m. evasion = 100%. HP = massive. Attack speed = max possible (slowest).
- WrithingMass1 (img = crawler zombie), move sped = 0, p. evasion=80% + m. evasion = 95%.
- WrithingMass2 (img = grey zombie), move sped = 0, p. evasion=80% + m. evasion = 90%.



Then spawn them something like this:

L-R
-X-


Leftside and RightSide next to each other, WrithingMass0 below between them, WrithingMass1 and 2 all on the spots taken by WrithingMass0-- about 10 each.



...I'd actually like to see those screenies, and if it works like I wanted gameplay wise. Almost forgot - if doing it this way, position the L+RSides with their back to a back wall.


Edit: Prolly be better to name every part of the whole big splodge TwinGhoul0, TwinGhoul1 etc etc. So all appears with same name.
 
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ZippoFlame

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The mob can be made easly. But someone needs find out. How many images you would need. How its walking/attacking mechanics would work. Take halflife 2 for instance. Its easy to make a new monster for that game. It can be done in about 1 hour. Its then the coders problem how to make it intergrate with the game.

What you will need to do this is:

1) A Graphic Designer (Who has vast knowledge of 3D programs)
2) A Coder (Someone who can code legend of mir)
3) A Project Leader (Someone with basic skills in both the above and leading)
4) A test server with people willing to test the mob
5) A large amount of time on your hands.
 

Solitude

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Coding it in would be easy, you just stick it in a mon file. So long as it's the correct number of images and in the right location, the game engine will put all the pieces together. A Mapquest NPC would be required to control the invisible bit.

There's one reason this won't work though. You haven't thought of how the side that's being represented by the EC attack would be killed. Because after all, they wouldnt be able to see it. The only way I can think of would be to have 1 mob that is a Twinghoul, with it looking like a siamese ghoul. Then when this is killed, a mob that looks like a Twinghoul with one half dead is spawned in it's place (with both the old Twinghoul and invisible EC mob thing being cleared by a monclear command), so it looks like its half-dead. So basicly you'd need 3 seperate mob images - One whole Twinghoul, One hald-dead Twinghoul and One dead Twinghoul.

That's my input on the matter...
 

Ragnar

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Solitude said:
Coding it in would be easy, you just stick it in a mon file. So long as it's the correct number of images and in the right location, the game engine will put all the pieces together. A Mapquest NPC would be required to control the invisible bit.

There's one reason this won't work though. You haven't thought of how the side that's being represented by the EC attack would be killed. Because after all, they wouldnt be able to see it. The only way I can think of would be to have 1 mob that is a Twinghoul, with it looking like a siamese ghoul. Then when this is killed, a mob that looks like a Twinghoul with one half dead is spawned in it's place (with both the old Twinghoul and invisible EC mob thing being cleared by a monclear command), so it looks like its half-dead. So basicly you'd need 3 seperate mob images - One whole Twinghoul, One hald-dead Twinghoul and One dead Twinghoul.

That's my input on the matter...
But he did think about how the invisible EC would be killed, it would simply be killed by the mapquest command when the visible twinghoul will be slayed.
 

Solitude

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ingel said:
But he did think about how the invisible EC would be killed, it would simply be killed by the mapquest command when the visible twinghoul will be slayed.
You missed the point, he wants BOTH sides to be killable seperately. Otherwise it would just be like killing one mob, because both halfs would die at the same time. Read what he said earlier more carefully and you'll see the mistake...
 

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tinmymouthpl0x
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i thought he wanted 1 mob, which could attack you from two sides at once?
 

Ragnar

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Farril said:
i thought he wanted 1 mob, which could attack you from two sides at once?
Same here =/.
 

Solitude

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He does,but he wants both sides to be a seperate mob. Sorta like a siamese twin. With one side being a physical mob - using fists/swords etc and one side being magic and spell orientated.
 

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tinmymouthpl0x
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in which case you would want both mobs to die at the same time, and wanting the invisible mob ultra high hp.

a problem i see is once the mob spawns, the player could move to a partly cut off or unaccessible area and the invisible mob could only get in there, meaning a mob which isnt killable would sorta get annoying.

also, by simply moving, the invisible mobs attack would move around nearer to the front.
 

Solitude

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Farril said:
in which case you would want both mobs to die at the same time, and wanting the invisible mob ultra high hp.

a problem i see is once the mob spawns, the player could move to a partly cut off or unaccessible area and the invisible mob could only get in there, meaning a mob which isnt killable would sorta get annoying.

also, by simply moving, the invisible mobs attack would move around nearer to the front.
No you don't want both mobs to die at the same time. He want's one side to die and one side to carry on, so it's like EvilMir in the way that you have to kill every part before it's completely dead.
 

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tinmymouthpl0x
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ahh. ok i get you. will think on it ><
 

Blaminator

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IT would be way too hard to control though wouldn't it, because we can't control where the mobs mocve
 

Solitude

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No need to worry about that. Here's my take on this idea:

You have a room, thats 50 * 50 - in the center of this room is the invisible EC-Style mob. This mob will attack the entire room with the EC Poison attack. The second, visible mob spawns sumwere in the room. Now this is just one mob, but it looks like two mobs stuck together, when you kill this mob it triggers a Mapquest event that clears the room and spawns another mob, which looks like the first mob - but with half of it dead. Now you kill this mob in the same way as any other mob.

If you follow carefully you'll see that this is actually quite possible. Just need someone to do the mob images and any half-decent mir guy could do this...
 

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tinmymouthpl0x
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that sounds possible, but i think the ec-style mob shld b away from walking area, so players cant run in to it. like rme is.
 

DevilsKnight

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shud b out of sight as ppl with rev cheat would be able 2 see the rev bar n then wiz's cud attack :( or jst make its amc really high.
 

MrSam

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Solitude said:
No need to worry about that. Here's my take on this idea:

You have a room, thats 50 * 50 - in the center of this room is the invisible EC-Style mob. This mob will attack the entire room with the EC Poison attack. The second, visible mob spawns sumwere in the room. Now this is just one mob, but it looks like two mobs stuck together, when you kill this mob it triggers a Mapquest event that clears the room and spawns another mob, which looks like the first mob - but with half of it dead. Now you kill this mob in the same way as any other mob.

If you follow carefully you'll see that this is actually quite possible. Just need someone to do the mob images and any half-decent mir guy could do this...


- This is actually exactly what I originally meant lol. (As Ingel, Farril etc. thought). :) You've prolly explained a little better than I did tho.

The gameplay effect of half the mob being dead is caused by the mapquest clearing the map (killing the invisible EC style mob). So when it respawns half-dead, the EC bit has been removed, so it's either just the RightSide... the physical attacking bit, or it's just the LeftSide... which attacks like the EC bit did.
 
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MrSam

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DevilsKnight said:
shud b out of sight as ppl with rev cheat would be able 2 see the rev bar n then wiz's cud attack :( or jst make its amc really high.


Not a real problem. 100% magic and physical evasion sorts this out.
 

Tahriel

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MrSam said:
-
The gameplay effect of half the mob being dead is caused by the mapquest clearing the map (killing the invisible EC style mob). So when it respawns half-dead, the EC bit has been removed, so it's either just the RightSide... the physical attacking bit, or it's just the LeftSide... which attacks like the EC bit did.

youd have to kill the ec side 1st all the time tho, cos if u didnt the ec attack wunt b there cos of the mapquest clearin ec

edit-
nm u could just have it spawn a twinghoul1 or something after the mapquest clears which has the specific ec attack or a twinghoul2 which has the physical attack
 
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MrSam

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Tahriel said:
edit-
nm u could just have it spawn a twinghoul1 or something after the mapquest clears which has the specific ec attack or a twinghoul2 which has the physical attack


Yeah that's the idea. :)

We don't want two bosses, we just want the gameplay effect of two bosses. You only ever hit the main thing, the EC invisible boss REPRESENTS the leftside's attack. It dies when the main thing dies, then either Twinghoul1 or Twinghoul2 respawns. (Or LeftSide or RightSide).