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feat: faceless bane mechanics and quest #2466

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3 changes: 3 additions & 0 deletions data-otservbr-global/lib/core/storages.lua
Original file line number Diff line number Diff line change
Expand Up @@ -3097,6 +3097,9 @@ GlobalStorage = {
Yasir = 65014,
IceCrack = 65016,
UglyMonster = 65017,
FacelessBaneStepsOn = 65018,
FacelessBaneDeaths = 65019,
FacelessBaneResetSteps = 65020,
KeysUpdate = 40000, -- Reserved storage from 40000 - 40000
}

Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -2,7 +2,7 @@ local mType = Game.createMonsterType("Faceless Bane")
local monster = {}

monster.description = "Faceless Bane"
monster.experience = 30000
monster.experience = 20000
monster.outfit = {
lookType = 1119,
lookHead = 0,
Expand All @@ -22,7 +22,11 @@ monster.manaCost = 0

monster.changeTarget = {
interval = 4000,
chance = 10,
chance = 20,
}

monster.reflects = {
{ type = COMBAT_DEATHDAMAGE, percent = 90 },
}

monster.bosstiary = {
Expand Down Expand Up @@ -131,11 +135,7 @@ monster.elements = {
{ type = COMBAT_DROWNDAMAGE, percent = 0 },
{ type = COMBAT_ICEDAMAGE, percent = 0 },
{ type = COMBAT_HOLYDAMAGE, percent = 0 },
{ type = COMBAT_DEATHDAMAGE, percent = 99 },
}

monster.heals = {
{ type = COMBAT_DEATHDAMAGE, percent = 100 },
{ type = COMBAT_DEATHDAMAGE, percent = 50 },
}

monster.immunities = {
Expand All @@ -149,6 +149,11 @@ mType.onThink = function(monster, interval) end

mType.onAppear = function(monster, creature)
if monster:getType():isRewardBoss() then
-- reset global storage state to default / ensure sqm's reset for the next team
Game.setStorageValue(GlobalStorage.FacelessBaneDeaths, -1)
Game.setStorageValue(GlobalStorage.FacelessBaneStepsOn, -1)
Game.setStorageValue(GlobalStorage.FacelessBaneResetSteps, 1)
monster:registerEvent("facelessBaneImmunity")
monster:setReward(true)
end
end
Expand Down
Original file line number Diff line number Diff line change
@@ -0,0 +1,51 @@
local bossName = "Faceless Bane"

-- reset monster HP to 100%
function healBoss(creature)
creature:addHealth(creature:getMaxHealth())
creature:getPosition():sendMagicEffect(CONST_ME_BLOCKHIT)
return true
end

-- summon spectres
function createSummons(pos)
Game.createMonster("Gazer Spectre", pos)
Game.createMonster("Ripper Spectre", pos)
Game.createMonster("Burster Spectre", pos)
return true
end

-- reset the monster HP and summon spectres upon death
function resetBoss(creature, deaths)
healBoss(creature)
createSummons(creature:getPosition())
Game.setStorageValue(GlobalStorage.FacelessBaneDeaths, deaths + 1)
Game.setStorageValue(GlobalStorage.FacelessBaneStepsOn, 0)
Game.setStorageValue(GlobalStorage.FacelessBaneResetSteps, 1)
return true
end

local facelessBaneImmunity = CreatureEvent("facelessBaneImmunity")

-- ensure that the boss stay invulnerable when the mechanic has not been executed
function facelessBaneImmunity.onHealthChange(creature, attacker, primaryDamage, primaryType, secondaryDamage, secondaryType)
if creature and creature:isMonster() and creature:getName() == bossName then
local creatureHealthPercent = (creature:getHealth() * 100) / creature:getMaxHealth()
local facelessBaneDeathsStorage = Game.getStorageValue(GlobalStorage.FacelessBaneDeaths)

if creatureHealthPercent <= 20 and facelessBaneDeathsStorage < 1 then
resetBoss(creature, facelessBaneDeathsStorage)
return true
end

if Game.getStorageValue(GlobalStorage.FacelessBaneStepsOn) < 1 then
healBoss(creature)
return true
else
return primaryDamage, primaryType, secondaryDamage, secondaryType
end
end
return true
end

facelessBaneImmunity:register()
Original file line number Diff line number Diff line change
@@ -0,0 +1,111 @@
local walkedPositions = {}

-- this variable controls the time to boss become immortal again, (after 1 minute, if dont die)
local lastResetTime = os.time()

-- reset sqm's / make the boss immortal again
local function resetWalkedPositions()
if lastResetTime > os.time() then
return true
end
walkedPositions = {}
Game.setStorageValue(GlobalStorage.FacelessBaneStepsOn, 0)
lastResetTime = os.time() + (1 * 60)
end

-- energy effect to make the boss mortal
local function sendEnergyEffect()
-- positions: pipes on room, that should be electrocuted
local pipePositions = {
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not that it will make a big difference, but if you leave the positions inside the function they will be related every time you call the function, I would leave them outside the function

Position(33612, 32568, 13),
Position(33612, 32567, 13),
Position(33612, 32566, 13),
Position(33612, 32565, 13),
Position(33612, 32564, 13),
Position(33612, 32563, 13),
Position(33612, 32562, 13),
Position(33612, 32561, 13),
Position(33612, 32560, 13),
Position(33612, 32559, 13),
Position(33612, 32558, 13),
Position(33612, 32557, 13),
Position(33612, 32556, 13),
Position(33622, 32556, 13),
Position(33622, 32557, 13),
Position(33622, 32558, 13),
Position(33622, 32559, 13),
Position(33622, 32560, 13),
Position(33622, 32561, 13),
Position(33622, 32562, 13),
Position(33622, 32563, 13),
Position(33622, 32564, 13),
Position(33622, 32565, 13),
Position(33622, 32566, 13),
Position(33622, 32567, 13),
Position(33622, 32568, 13),
}

-- energy effect / sound on pipes
for _, pp in ipairs(pipePositions) do
pp:sendMagicEffect(CONST_ME_PURPLEENERGY)
pp:sendSingleSoundEffect(SOUND_EFFECT_TYPE_SPELL_GREAT_ENERGY_BEAM)
end

return true
end

local facelessBaneStepPositions = MoveEvent()

-- capture steps in the specific SQM's to make the boss mortal
--
function facelessBaneStepPositions.onStepIn(creature, item, position, fromPosition)
local player = creature:getPlayer()
if not player then
return true
end

if Game.getStorageValue(GlobalStorage.FacelessBaneResetSteps) == 1 then
Game.setStorageValue(GlobalStorage.FacelessBaneResetSteps, 0)
lastResetTime = os.time()
resetWalkedPositions()
end

if Game.getStorageValue(GlobalStorage.FacelessBaneStepsOn) < 1 then
local positionAlreadyAdded = false
if #walkedPositions == 0 then
position:sendSingleSoundEffect(SOUND_EFFECT_TYPE_SPELL_BUZZ)
position:sendMagicEffect(CONST_ME_YELLOWENERGY)
table.insert(walkedPositions, position)
return true
end

for _, p in ipairs(walkedPositions) do
if p == position then
positionAlreadyAdded = true
break
end
end

if positionAlreadyAdded then
return true
else
position:sendSingleSoundEffect(SOUND_EFFECT_TYPE_SPELL_BUZZ)
position:sendMagicEffect(CONST_ME_YELLOWENERGY)
table.insert(walkedPositions, position)

if #walkedPositions == 13 then
Game.setStorageValue(GlobalStorage.FacelessBaneStepsOn, 1)
addEvent(resetWalkedPositions, 60 * 1000)
sendEnergyEffect()
return true
end
end

return true
end
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return true
end

-- positions: SQM's to step
facelessBaneStepPositions:position(Position(33615, 32567, 13), Position(33613, 32567, 13), Position(33611, 32563, 13), Position(33610, 32561, 13), Position(33611, 32558, 13), Position(33614, 32557, 13), Position(33617, 32558, 13), Position(33620, 32557, 13), Position(33623, 32558, 13), Position(33624, 32561, 13), Position(33623, 32563, 13), Position(33621, 32567, 13), Position(33619, 32567, 13))
facelessBaneStepPositions:register()
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