Permenant Events!

MrSam

Dedicated Member
Dedicated Member
May 31, 2005
171
0
42
GRRRRR!

Typed this whole bloody thing out almost and then had it all deleted by bloody browser. Anyways...


Description of Script:
- This creates a one time, player triggered, automatic event that leaves the GAME WORLD scarred/changed permenantly (as long as server stays up anyway... can easily set it to permenantly be that way with server outage too.)
- We're adding 4 bosses here, they don't drop and they take a decent guild to take down, and if they're not killed within a MINUTE of each other, they ALL just instantly respawn. But if they are killed within a minute of each other... Chaos is unleashed!


Backstory:
- A little backstory for the scripted event, feel free to scip this. I had this bloody perfect before I lost this whole post. Now i'm just doing fast. Feel free to skip.


There was a Bichon general called Malignus, who was very VERY good at his work, and very VERY good. The campaign to drive back rebels and bring peace to the land had turned into what was approaching a full scale invasion of the known World.

The general himself was a physical force to be reckoned with, with such physical power and ability... He appeared to be invulnerable. But this was never enough for him. He wanted more power, both for him and for Bichon. He dabbled in the dark arts of necromancy to achieve more strength, and a power over death itself.

The Bichon king, seeing the destruction and bloodshed this initially innocent campaign was causing, recalled his armies, and tried to put an end to the madness. But Malignus was corrupted by the bloodshed, his hate, and his power, and refused. The king and people had no option - they had to turn on him. A great many were killed by his hand, but they managed to force him into the Stone Tomb, praying that he would not escape. They hoped he would die in there, and the World would be rid of his evil, but nobody knew exactly how deep he was into the dark arts...

Some ancient powers and magics were put in place to guard him, and this is how its been for centuaries. The warnings had slowly turned to legends, and the legends all but forgotten, and now, a new breed of hero is entering the Stone Tomb, not knowing what horrors lie there...



Setup:

Step 1 - The Maps[/b]
- Copy and paste the OmaCaves tomb room, calling it ICB1 through ICB4. These maps need to be on both your server's setup and your players'.
- Link these new maps up, I would suggest an entrance from the sticky-out top bit on B1 through B4 of ST.

- Copy and paste the BW meat shop, calling it ICB5 and ICB6. Only your server needs these.

Step 2- The mobs
- Create a mob called AncientGuardian, this should be pretty hard, taking a decent guild to kill. Think OmaKing for hardness - but adjust based on your server's stats etc. These are the mobs that must be killed by 4 guilds at the same time to release the event.
- Create a mob named Malignus - this is the bad ass mofo! He will spawn with 4 guardians and wreak havoc on Mud Wall. Give this dude some NICE drops, it's a one off event after all!



Step 3 - The script

This needs calling from MapQuest.txt whenever an AncientGuardian dies on ICB1, ICB2, ICB3 or ICB4,

(I've not been able to test this so it might not work! Not sure if the timerecall thing will work correctly - I want it to wait a minute then carry on with rest of script).

[@main]
#IF
checkmonmap ICB6 1
#SAY
The guardian just dies... limp. There is nothing more for it to guard. It has failed in its duty!
#ELSEACT
goto @main1

[@main1]
Param1 ICB5
Param2 7
Param3 7
MonGen hen 1 1
settimerecall 1
goto @oneminpassed

[@oneminpassed]
#IF
checkmonmap ICB5 4
#ACT
goto @eventstart
#ELSEACT
clearmonmap ICB1
clearmonmap ICB2
clearmonmap ICB3
clearmonmap ICB4
clearmonmap ICB5
Param1 ICB1
Param2 7
Param3 7
Mongen AncientGuardian 1 100
Param1 ICB2
Param2 7
Param3 7
Mongen AncientGuardian 1 100
Param1 ICB3
Param2 7
Param3 7
Mongen AncientGuardian 1 100
Param1 ICB4
Param2 7
Param3 7
Mongen AncientGuardian 1 100


[@eventstart]
#SAY
What... have... you... done!
#ACT
clearmonmap 3
Param1 3
Param2 300
Param3 300
Mongen AncientGuardian 4 100
Param1 3
Param2 300
Param3 300
Mongen RedEvilBoar 150 100
Param1 3
Param2 300
Param3 300
Mongen BlackEvilBoar 100 100
Param1 3
Param2 300
Param3 300
Mongen WhiteEvilBoar 30 100
Param1 3
Param2 300
Param3 300
Mongen Malignus 1 100
Param1 ICB6
Param2 7
Param3 7
Mongen hen 1 1



Step 4 - The aftermath!
- This is NO tame invasion of Mud Wall! This could leave the game World scarred! It's up to you how you do this, but here are some of my personal favourite suggestions:


Aftermath 1- NPCs acting different
- This script checks if Malignus has been released, and if it has says something completely different. We could have different prices on items, quests being given out, talk of the devestation, anything!

[@main]
#IF
checkmonmap IBC6 1
#ACT
goto @malignusaftermath
#ELSE
goto @main1

[@main1]
#SAY
This is what the NPC would of previously done/said. Candle NPC in this example. Can't be bothered to copy and paste old @main tho, but you get idea. :P

[@malignusaftermath]
#SAY
The horror! I lost everything... slain... my children... no... You want candles? Take them! I want no money... what's the point? Light one for my children...
#ACT
give candle 10
 
Last edited:

Ragnar

Hallowed be thy name
Legendary
Golden Oldie
Loyal Member
Jul 20, 2004
5,258
3
275
Seems like you have a lot of good and interesting ideas :), and i like them!


Good job.
 

ToxicBadger

Dedicated Member
Dedicated Member
Feb 28, 2004
249
0
43
London
Mmmhmm As Ingel said nice to see some new idea's instead of people trying to change old ones :)
 

MrSam

Dedicated Member
Dedicated Member
May 31, 2005
171
0
42
A SERIOUS aftermath.
Here's another script that builds on the first. In this example, after Malignus has been unleashed, we see a changed StoneTemple. New mobs wander it, and its a slightly different place. Most notably, the old guardians now wander StoneTemple main floors.

Gameplay effect is that ST has become quite a lot more dangerous, but the FailedGuardians do provide new, if tough, bosses.



Step 1
- Create a mob named "FailedGuardian" - this should be pretty hard but nothing like as hard as the AncientGuardians were - enough to make ST a much more menacing place and remind you of the deadliness of the AncientGuardians, but NOT enough to just kill absolutely everyone short of a massive raid again. Give them drops, might as well. =)

- Create a mob named "MalignusWarrior" - this isn't a boss, just a mean bugger. I'd use the skin of a BlackEvilBoar. These are just like super black boars, but their presence makes ST a bit of a higher level, riskier place past Malignus' escape. Maybe give these guys a high exp or some low drops.


Step 2
- This script is to be set off by MapQuest every x times someone kills a BlackBoar (or whatever you choose) in Stone Temple (D711 through D715). (Set it for each of the first 5 floors).


[@main]
#IF
checkmonmap ICB6 1
#ACT
goto @main1

[@main1]
Param1 D711
Param2 7
Param3 7
Mongen MalignusWarrior 10 600
Param1 D712
Param2 7
Param3 7
Mongen MalignusWarrior 10 600
Param1 D713
Param2 7
Param3 7
Mongen MalignusWarrior 10 600
Param1 D714
Param2 7
Param3 7
Mongen MalignusWarrior 10 600
Param1 D715
Param2 7
Param3 7
Mongen MalignusWarrior 10 600

#IF
random 5
#ACT
Param1 D711
Param2 7
Param3 7
Mongen FailedGuardian 1 600
#IF
random 5
#ACT
Param1 D712
Param2 7
Param3 7
Mongen FailedGuardian 1 600
#IF
random 5
#ACT
Param1 D713
Param2 7
Param3 7
Mongen FailedGuardian 1 600
#IF
random 5
#ACT
Param1 D714
Param2 7
Param3 7
Mongen FailedGuardian 1 600
#IF
random 5
#ACT
Param1 D715
Param2 7
Param3 7
Mongen FailedGuardian 1 600
 

AriaQ

Dedicated Member
Dedicated Member
Mar 8, 2004
229
0
42
UK
I am wondering What if this Boss around MW is to hard?
It would stay there forever making MW.... empty untill days/weeks

Also people could Lure it to SW war?
It sounds real good but taking out a hole Provinance would be rather silly
 

MrSam

Dedicated Member
Dedicated Member
May 31, 2005
171
0
42
Blaminator said:
This could be done alot better using MapQuest to have player triggered events


This does use MapQuest I thought? When guardians are killed for a start.



In response to the boss never dieing, yeah I guess -- but I was sort of assuming it's power would be gauged a little better than that. If that ever did happen it would require GM intervention tho obviously, or just some luring.



The idea is to have an event... triggered by players... that happens and makes Mir history, and changes the face of a zone and a town forever. How cool would that be, seriously? Imagine years down the line in forums reminiscing about when Mir2ServerX unleashed Malignus... and how you remember the OLD Stone Temple before there even were any guardians wandering about. :P
 

GilgaMesh

Golden Oldie
Golden Oldie
Mar 12, 2004
698
1
155
St Helens
We tried this on Destiny although not completely like you say. We took the bichon map, destroyed it and put it back in with mobs that had caused the invasion. Didn't work to well though as the map was buggy (invisble walls, etc), but the story was ok and people seemed to enjoy it.
 

DevilsKnight

I
Staff member
Super Moderator
Aug 1, 2004
1,627
1
57
275
what actually sets this event off then? everything i have read shows what happens wen it is started and once it has finished but how do u start it?
 

IceMan

Hero's Act Mir 2
Legendary
Apr 17, 2003
8,544
2
375
330
i have a player trigger event system on Foundation and its recalls your grp to u

i'll ask the npc maker if i can post it
 

Atomicide

Golden Oldie
Golden Oldie
Jul 4, 2003
1,032
10
175
you can do tons with the enw system if used correctly, im putting an Automated events system into place. Ceratain actions, combinations of actions, and tiny little (almost insignificant events) can set of huge invasions, which can possibly set of more invasions.

Personally i think ive only touched the begining of the serious capabilities of these scripts. With everything u can load from various .txt files within the game, i sincerely think its possible to code a whole new gigantic system into mir.
 

DevilsKnight

I
Staff member
Super Moderator
Aug 1, 2004
1,627
1
57
275
I'm on 1.4 tho so not as many possibilities, just managed to get a complete working guild province and guild challange system working.
 

MrSam

Dedicated Member
Dedicated Member
May 31, 2005
171
0
42
DevilsKnight said:
what actually sets this event off then? everything i have read shows what happens wen it is started and once it has finished but how do u start it?


This is the bit with the four guardians. These four mini mob room are on each floor of ST. They're hard mobs which don't drop, and they have to all be killed almost simultaneously (all must die within a minute of each other, first to last) or they simply all respawn.

But if you kill all four at the same time, the event is unleashed.



The script's all there. :)
 

DevilsKnight

I
Staff member
Super Moderator
Aug 1, 2004
1,627
1
57
275
soz didnt read it correctly, i should try slowing down and reading stuff :D gd idea tho gonna test it l8er 2nite wen i can b bothered :)