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Dungeons A True Challenge

Discussion in 'General Suggestions' started by CGS, Oct 24, 2016.

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  1. CleansingFlames

    CleansingFlames Well-Known Adventurer

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    yes. so if u wanna fight him. you must bring a mage
     
  2. kokonut_pi

    kokonut_pi ( ~ ' - ' ) ~ HERO

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    I'm no expert but it MAY help if we knew what the 'current mob capabilities and AI' is.

    I mean logically speaking the 'borrowing into the ground' ability should not be impossible. Similar to vanish spells, make the mob vanish and become invulnerable while creating a second invisible mob with 20% of the original's health that leaves a trail of block breaking particles that quickly travel to the closest player and dealing melee damage, if the mob dies, the original mob gets teleported to the location of death and unvanishes.

    Or you know, make the mob vanish and leave block breaking trails.
     
    Last edited: Oct 25, 2016
  3. thcv

    thcv Well-Known Adventurer

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    I'm not sure whether or not you are looking for suggestions but I'll give it a shot.

    How about a wither-type boss that destroys the terrain around you in a spleef type fashion?
     
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  4. e!

    e! ⁣e HERO

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    A boss that teleport you to different puzzles/parkour/fights/labyrinths every time it changes its form?
     
  5. CGS

    CGS Raw Emerald Farmer CHAMPION

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    Minecraft:
    In simple terms, anything that you see mobs currently doing is possible.

    If you spend a little time playing around with command blocks, you can find out that some things are just not going to work.
    things that don't work are:
    • anything about health except how much regeneration the mob gets
    • non linear player tracking, mobs can't to mazes, the zombie ai is not the same as vanilla mine craft.
    • trying to pull of fancy spells, like the lasers and trip wire red stone, have to be done with a lot of invisible/invulnerable entity. this can get very buggy and cause a lot of lag. It is also takes a lot of time to program something like this.
    • anything that requires the game to memorize a previous condition.

    Things you can do are:
    • particles, you can literally do anything you want.
    • cause mobs to gain status effects, ( strength, jump boost, speed, slow, ext)
    • use any of the currently implemented spells, they can vary in cast time (like attack speed), cool down, damages, and range. there are a lot of spells in the game already, so it is just a mater of choosing which ones to give a mob.
    there is much more you could do, but it is difficult to explain.
     
  6. CGS

    CGS Raw Emerald Farmer CHAMPION

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    I almost forgot,
    You can make mobs ride other mobs/entity. This does not work for wither boss (as of 1.8.4 update I think, I am not sure.)
     
    Last edited: Oct 25, 2016
  7. Selvut283

    Selvut283 Circadian rhythm stuck on Tokyo time ♪ Music GM

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    Mobs can have ONE of these AI types.
    None: Only idles.

    Melee: Follows player to do melee attack(contact damage)

    Ranged: Follows player to do ranged attack(projectiles)

    BurstRanged: Shoots 10 projectiles at once like a shotgun blast towards player. Maximum 0.5 fire rate(projectiles)

    RapidRanged: Shoots 5 arrows quickly before attackrate delay is factored in. Slow fire rates only(projectiles)

    Crawl: Move towards player for 1.5-2 seconds, then stop(contact damage)

    Charge: Charges directly towards player for 1.5 seconds, going past and then turning around, like a rushing bull(contact damage)

    Berserk: Attacks everything nearby, except other berserks(contact damage)

    BerserkRanged: Attacks everything, except other berserks(projectiles)

    Guard: Guard and attacks agressive mobs getting into their vision, then go back to their spot(contact damage)

    RangedGuard: Same as guard, but ranged.(projectiles)

    Ally: Similar to guard, but has no specific spot to return to and will just wander(contact damage)

    Protect: Will follow a player and attack hostile mobs if they get close(contact damage)

    Neutral: Wont attack until attacked first(contact damage)

    NeutralRanged: Wont attack until attacked first. Glitched slightly, automatically shoots a projectile each time they are hit ignoring normal attack rate(projectiles)

    Jumper: Like melee, but will jump all the time(contact damage)

    JumperRanged: Like Ranged, but will jump all the time(projectiles)

    Scared: Will always run away from player.

    Support: Like protect, only they follow other mobs instead. Will not follow other supports(projectiles)

    Retreat: Will attack normally, but acts Scared whenever hit for 2-3 seconds(contact damage)

    Mobs can have anywhere from 1 to 999999999999 health(that is the exact limit).

    Mobs regenerate once every 10 seconds by the amount set on their file. Usual regeneration rates range from 5% maximum health to 20%, but can be any POSITIVE number(0 counts as positive).

    Mobs will, upon death, give an XP amount between a set minimum and maximum, any POSITIVE number will work.

    Mobs, if they land an attack, will deal damage between a set minimum and maximum. Negative amounts count as 0. Elemental damage is a separate line, but simply adds to this minimum and maximum.

    Mobs' attack rate can range from 0 to 20(they can't really attack any faster than 20 to a meaningful degree), where that number is the amount of standard attacks they can perform per second. Base is 1.0

    Projectiles can be given the appearance of any mob or item, but the hitbox is the same as a normal arrow.

    Projectile Speed determines speed of projectiles shot by standard attacks. Currently glitched, and does not change from 1.0 speed no matter what it is set to.

    Loot Multiplier is self-explanatory; think of it like a mob-exclusive loot bonus. Currently glitched, and does not change from 1.0 no matter what it is set to.

    Speed determines how quickly a mob can move. Any POSITIVE number will work; approximately 0.5 is base player speed.

    Vision determines how close a player must be to be seen by a mob. Mobs will see through solid blocks to track players.

    Mobs can spawn one type of mob upon DYING, and can spawn any number, though high numbers will put lots of pressure on the server and can cause lag. Generally more than 4 mobs are not spawned at once. This can be used to create different "forms" of a boss; as the first mob dies, it spawns one of the next "form".

    Mobs can cast certain mob spells with various effects. They can have multiple of these spells, and after using each one, it has a set cooldown before they will cast another spell. Their speed is halved while charging a spell, and the spell charge takes 1.5 seconds no matter what. Mobs' spell damage is currently glitched; it is meant to take from a specific value as it is with the cooldown, but instead the value is chosen randomly from the available set numbers. These are multipliers to individual hits, like with the player's spells.

    For example, METEOR, HEAVY_CHARGE, METEOR means a mob has a 2/3 chance to cast meteor and a 1/3 chance to cast heavy charge. 10, 5, 8 means that using one meteor takes 10 seconds before another spell will be cast, etc. However, 150, 250, 200 means that each spell has a 1/3 chance to deal 150%, 250%, or 200% damage.

    Mob spells are:

    METEOR: Fires a projectile towards the player if they are within a certain distance(~12 blocks?) Travels slowly and hits a wide area.

    SPIDERWEB: Creates a ring of cobwebs around all players within a certain distance(~15 blocks?).

    SELF_DESTRUCT: Drastically multiplies the speed of a mob, and causes it to explode in a small radius(~3 blocks?) 1.5 seconds later.

    ARROW_STORM: Shoots 10 arrows at the player. Glitched; arrows deal 100% damage no matter what.

    HEAVY_ARROW_STORM: Shoots 30 arrows at the player in a fan. Glitched; arrows deal 100% damage no matter what.

    HEAL: Heals all mobs within a short radius(~3 blocks?) for an amount dependent on how much health the user currently has. Higher health means a bigger heal.

    HEAVY_HEAL: Same, but heals more.

    SLOWNESS: Inflicts Slowness I for 60 seconds to all players within a 2 block radius of the user.

    HEAVY_SLOWNESS: Inflicts Slowness II for 180 seconds instead.

    WEAKNESS: Inflicts Weakness I for 60 seconds to all players within a 2 block radius of the user. Weakness doesn't seem to have much of an effect right now.

    HEAVY_WEAKNESS: Inflicts Weakness II for 180 seconds instead.

    VANISH: Acts like the Assassin spell. Lasts for 6 seconds. Glitched; only causes particle effects. User does not disappear.

    HEAVY_VANISH: No discernable difference from VANISH.

    CHARGE: User leaps forward ~10 blocks. Deals no damage.

    HEAVY_CHARGE: User leaps forwards much farther than CHARGE(~20 blocks?). Explodes on touchdown in a 2 block radius to inflict damage.

    TELEPORT: Same as the spell.

    HEAVY_TELEPORT: Same as the spell. Inflicts damage and blinds for 2 seconds.

    MULTIHIT: Same as the spell. Each hit inflicts stated spell damage.

    HEAVY_MULTIHIT: Same as the spell, with Fatality hit. Each hit inflicts stated spell damage.

    FLAME_THROWER: Generates a short cone of sparks which deals damage once every ~0.5 seconds. Lasts for ~2 seconds. Each hit inflicts stated spell damage.

    HEAVY_FLAME_THROWER: Generates a long cone of sparks which deals damage once every ~0.5 seconds. Lasts for ~5 seconds. Each hit inflicts stated spell damage.

    PUSH: Pushes all players within a 12 block radius away from the user.

    HEAVY_PUSH: Pushes all players within a 24 block radius away from the user.

    PULL: Pulls all players within a 12 block radius towards the user.

    HEAVY_PULL: Pulls all players within a 24 block radius towards the user.


    That is what mobs can do in Wynn thusfar. No more, no less. Anything and everything else MUST be done via tedious, confusing, ineffective command blocks.
     
  8. CGS

    CGS Raw Emerald Farmer CHAMPION

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    Can the ai support be a hostile mob, and it will follow other hostel mobs and support them? I think it would be better than just having minions wander around.
     
  9. Selvut283

    Selvut283 Circadian rhythm stuck on Tokyo time ♪ Music GM

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    Support mobs act like Protect mobs for hostile enemies, and attack via projectiles. Unfortunately this makes them very ineffective at harming the player, more often than not resulting in them accidentally shooting their allies. You can see this with the Canyon Bandits near the area for A Marauder's Dues. If there is not a mob to follow, they will usually just stand around idly, or move VERY VERY VERY VERY VERY VERY VERY VERY slowly if aggroed to a player without a mob to latch onto.
     
  10. kokonut_pi

    kokonut_pi ( ~ ' - ' ) ~ HERO

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    That is way more limited than expected.

    Sum miniboss:

    Unsure of level. Fill in unspecified information as you see fit.

    A hostile 'melee' mob, tag it 'borrowmobA1', around 3/4x player speed, 72000hp, if killed, spawns invisible silverfish, 'borrowmobB1' that leaves block breaking particles (like the invisible knights around House of Twain, forgot exact name) with 14400 hp.

    The Silverfish has 'charge' AI, 3/2x player speed, if it dies, spawns another 'melee' mob that appears identical to the original, but with a tag like 'borrowmobA2' instead of 'borrowmobA1', not sure exactly how this works, but like the Locusts of Rejuvenation except not in a loop.

    This second mob also has 'melee' AI, moves at 5/4x player speed, 57600hp, if killed, spawns 'borrowmobB2', invisible Silverfish with 'charge' AI, 5/2x player speed, leave block breaking particles too, 11520hp.

    If killed, spawn 'borrowmobA3', 'melee' mob, 7/4x player speed, 46080hp, if killed, spawn 'borrowmobB3', 'charge' AI, 7/2x player speed, 9216hp, invisible silverfish with block breaking particle trail.

    If killed, spawn 'borrowmobA4', a more intimidating version of 'borrowmobA1', you work out the aesthetics. 175680hp (total of 'borrowmob' A1, A2 and A3). 'Berserk' AI, 11/4x player speed, spells include: Meteor, Heavy Slowness, Heavy Charge and Push.

    Essentially a mob that starts out with high hp and slow, then it starts digging underground to attack, before reemerging with hp deficit equal to hp as borrowing form. This repeats 3 times, becoming faster but less hp each time, after the 3rd and final reemerge, breaks out into its 'final form' or something.

    So a way cooler version of Matyroshka Idol.

    Now that I typed all that, this seems more and more like a Grootslang or something.
     
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  11. Wofl

    Wofl I have no idea what i'm doing.

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    I'm just going to fart out ideas as i think of them, if they're stupid don't mind them, if they're good let me know:
    * As a boss, how about it be depicted as an actual player, a real person on their computer playing wynncraft, surprised with their character jumping out of the screen and attacking them. the mob used being the giant zombie.

    * it could be you being taken to court, for all the illegal things that you've done throughout all the quests and such. You could be given the option to try to escape and become a wanted fugitive, or go through with the trial. If you go through the trial, questions could be asked of you, and whatever you answer (out of pre-set answers given) could change the course of the trial. If you decide to become a fugitive, you'll have to figure out how to escape, then be chased or something. If your captured, you lose half of all your soul points, so you have two chances. if you escape, you cannot come back to Wynn or Gavel with the character you were using, and instead are trapped in a new province, able to explore all you want. if you go through the trial and win, you have only partial access to the new province.

    That's all for now, i might update this post with other ideas later. Bai.
     
  12. Moss

    Moss shoutbox meme supplier

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    How about for a boss there are 3 mobs.

    2 of them are like CoW but with a spell that makes them jump in the air and crash down, which would make them do area dmg (I think a ToA boss has that)

    While the 3rd mob stays in the back and has a healing and meteor spell.

    This was probably already done tbh.
     
  13. Moss

    Moss shoutbox meme supplier

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    47a358fc2cbb7bc14c8a9e27e9090600.jpg
     
  14. Selvut283

    Selvut283 Circadian rhythm stuck on Tokyo time ♪ Music GM

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    We cannot force mobs to leave particles they would not already leave.
     
  15. CGS

    CGS Raw Emerald Farmer CHAMPION

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    Minecraft:
    Can you not use /execute and /particle commands?
     
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  16. Selvut283

    Selvut283 Circadian rhythm stuck on Tokyo time ♪ Music GM

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  17. kokonut_pi

    kokonut_pi ( ~ ' - ' ) ~ HERO

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    Minecraft:
    /execute @e[r=100,type=(some mob),name=borrowmobB1] ~ ~ ~ particle blockcrack ~ ~0.2 ~ 0.03 0.03 0.03 100 100 normal

    Use blockId + (metaData * 4096) for the block.
     
  18. Wofl

    Wofl I have no idea what i'm doing.

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  19. Jared2183

    Jared2183 Well-Known Adventurer VIP

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    Yahya v2
     
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  20. Wofl

    Wofl I have no idea what i'm doing.

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    I'm guessing this would be the kind of dungeon that would take a group of lvl 101's MULTIPLE tries to beat?
    ________________________________
    I feel like, as the atmosphere, it should be something other-worldy, god-like, and to make the player feel small and weak.
     
    Last edited: Oct 27, 2016
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