[GUIDE] How to create boss and fight menu

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  1. #1
    WinKIller0's Avatar Member
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    [GUIDE] How to create boss and fight

    Chapters

    I:General aknowledge
    II:Making a boss
    III:Spawning the boss and waypoints
    IV:Creating LUA file for boss (Does not include a guide)
    V: Adding loot items to the boss

    VI:Credits

    I General Aknowledge

    Before you start thinking, "omg now I can maek boss dat can be raided /w 40 men", I have to turn you down. This guide will make a simple boss which wont mean players will find it perfect. Let's get started.

    To make a decent boss fight first you need to ask from yourself, what kind of creature is he? How world reacts to him? Where do I spawn him? How many players should be in a party/raid to kill him? These questions are major thing while doing a boss fight. For this tutotrial we'll make a corrupted demon hunter which has occupied Hyjal and is doable with five man.

    II Making a boss

    So open your MySQL ediot (NaviCat or any other will do too) and open your creature_names from database (mine was ascent-creature_names, but yours can be anything). Move to last page of the table and scroll down. After you've located your last creature in the table click that row and add a new row (At ascent you simply click + button). Fill the info:
    Entry: Can be anything not in use yet, for i.e 99001
    Name: Main name, such as Illidan Stormgarde
    SubName: Sub name, wcich is displayed below creature's main name,like <Hi>
    Info_str: No ceratin info, but it seems it affects the mouse over display, you can put 0 here
    Flags1: This isn't essential whilst doing a boss, leave it 0 (determinates if creature is banker or speakable etc)
    Type:This is the code you need to change, as we're doing a demon we put 3 over here.
    Family: Sub category for type, i.e determinates if mob is spider,wolf etc. Leave it 0
    Rank: Determinates is mob normal, rare,elite, world boss. As we like to have boss and it works this way we put number 3 here. (to spawn elite, boss is determinated later)
    unk4: leave it as it is
    spelldataid: Leave it as it is
    male_displayid: To make a boss you need to know how it'll look like. As we're doing corrupted demon hunter we put Akielsh display ID here (16164 is the ID)
    female_displayid: Use the same id as above, 16164
    male_displayid2: leave it as it is
    female_displayid2: leave it as it is
    unkown_float1: put this 1
    unkown_float2: put this 2
    civilian: put this 0 as we don't want boss react as normal civilian
    leader: put this 0. We don't make boss fight with several mobs now

    Now close the creature_names after you've made sure everything is as it should be and you've saved your work.
    Open up your creature_proto. This tab should be lcoated in same DB as the creature_names tab was.

    First after you've opened the tab find your way to last page. Scroll down to bottom and make a new row (At navicat with + mark). Now start filling the lines:
    Entry: The same entry you put on the creature_names tab
    Minlevel: Minium level of the mob, as for bosses it's advised to put 2 levels more than the level cap is, so if we have level 70 lvl cap we put the boss as 72
    Maxlevel: We don't want boss to scale the levels, put this as 72 too
    Faction: Something with creatures is good here, put 14 as it's for normal creatures
    Minhealth: This is important: Do not make too hard boss, use your brains! Because if one makes 20k mil. hp for boss and makes it hit hard and fast it's unstoppable. I putted 1,8 mil. hp as I want to create 5 man boss with t6 gearr.
    Maxhealth:This can be equal to minhelath but can't be below, I putted 1,8 mil hp
    Mana: This is needed if your boss casts spells, put something like 90k because we don't want the boss look like weak if he losess mana from single spell.
    Scale: Determinates how big boss is, 1 is around the size of human, I put here 5,7
    NPCFlags: Is same as in creature_names, leave it as 0
    Attacktime: How fast you want your boss hit, the time is determinated in milliseconds so if you want the boss hit every 5th sec put 5000 or if you want him to hit every 1,5 min, put 90000
    Attacktype: I don't know what this stands for, leave it as 0 if you want
    mindamage: How high amount damage boss hits to the 0 armor minium, I put 3,4k
    maxdamage: How high amount damage boss hits on the 0 armor maxium, I put 6,2k
    From here to mountdsiplayid, leave them 0
    equipmodel1: I want boss hit with twinblades, I put their display ID here (45479)
    equipinfo1: I have no idea where these come from but if you want a boss to hit with 1h weapon put 50267138
    equipslot1: No idea, jsut put 768
    Now boss has 1h on his main hand, if you want it to hit with two weapons fill the equipslot2 lines.
    Respawntime: INdicates when boss will spawn back after it's killed in milliseconds. I put 72000 (1 min 12 seconds)
    Armor: This DOES NOT mean the armor, it indicates the agility of the boss, so leave it 0 if you want boss to be hittable
    Resistance1: Holy resistance
    Resistance2: Arcane resistance
    Resistance3: Nature resistance
    Resistance4: Fire resistance
    Resistance5: Shdaow resistance
    Combatreach: How far away the boss can attack you, put 1 as it's good for this size boss
    bounding_radious: How far away the boss will spot you, leave it 1 (50 will make it spot you before you see it)
    auras: put 0
    Boss: Well, we're making a boss os let's put 1 here (0=not true, 1=true)
    money: Amount of money boss carries and is lootable in the end, I put 10000 (1g)
    Rest you can leave as they are. Well done we're done with SQL edit!

    III: Spawning the boss and creating waypoints
    This is small thing to add and doesn't really affect the gameplay anyhow. Spawn your boss with its entry (Did you remember to resttart your server or reload creature_names and creature_proto?) where you like it to appear. To add waypoints type .waypoint add while targeting the boss and standing there where you want the boss want to move.
    Below list of commands you need to know to use this chapter:

    .npc spawn #EntryID 1
    .waypoint add
    .waypoint remove


    IV: Creating LUA boss fight

    I'll add guide later but I add the code you can modify, notice that the orange parts you need to modify to make the boss to work, after you've edited the script for your needs save it as yourbossname.lua (i.e Ko'matra.lua) to your /ascent/scripts folder.

    Basic start:

    -coming

    Code:
    function Boss_Spell2(pUnit, event)
      local plr = pUnit:GetRandomPlayer(0)
       if (plr ~= nil)
      then
       pUnit:SendChatMessage(12, 0 ,"Take that mortal!")
       pUnit:CastSpellOnTarget(28293, plr)
      end
    end 
    
    function Boss_Spell3(pUnit, event)
       pUnit:FullCastSpellOnTarget(17173, pUnit:GetMainTank())
       pUnit:SendChatMessage(12, 0, "I want your life")
    end
    
    
    function Boss_Spell4(pUnit, event)
    pUnit:FullCastSpellOnTarget(15496, pUnit:GetMainTank())
    end
    
    function Boss_Spell5(pUnit, event)
       pUnit:SendChatMessage(12, 0 ,"Minions, attack!")
       pUnit:CastSpell(14642)
    end 
    
    function Boss_Spell6(pUnit, event)
      local plr = pUnit:GetRandomPlayer(10)
       if (plr ~= nil)
      then
       pUnit:SendChatMessage(12, 0 ,"So you like to play, stay then!")
       pUnit:CastSpellOnTarget(19975, plr)
      end
    end 
    
    function Boss_Spell7(pUnit, event)
    pUnit:CastSpell(45)
    end
    function Boss_Spell8(pUnit, event)
    pUnit:FullCastSpellOnTarget(16920, pUnit:GetMainTank())
    end
    
    function Boss_Spell9(pUnit, event)
      local plr = pUnit:GetRandomPlayer(10)
       if (plr ~= nil)
      then
       pUnit:SendChatMessage(12, 0 ,"Run for your life!")
       pUnit:CastSpellOnTarget(5484, plr)
      end
    end 
    
    function Boss_Phase1(Unit, event)
        if Unit:GetHealthPct() < 99 then
            Unit:RemoveEvents()
            Unit:SendChatMessage(11, 0, "Aah, I have just the thing for you")
            Unit:RegisterEvent("Boss_Spell2",14000, 0)
            Unit:RegisterEvent("Boss_Spell3",21000, 0)
            Unit:RegisterEvent("Boss_Spell4",2500, 0)
            Unit:RegisterEvent("Boss_Spell5",30000, 0)
            Unit:RegisterEvent("Boss_Phase2",1000, 0)
       end
    end
    
    function Boss_Phase2(Unit, event)
        if Unit:GetHealthPct() < 50 then
            Unit:RemoveEvents()
            Unit:CastSpell(5486)
            Unit:SendChatMessage(11, 0, "This is getting intresting!")
            Unit:RegisterEvent("Boss_Spell6",35000, 0)
            Unit:RegisterEvent("Boss_Spell7",14000, 0)
            Unit:RegisterEvent("Boss_Spell8",8000, 0)
            Unit:RegisterEvent("Boss_Spell9",21000, 0)
        end
    end
    
    function Boss_OnCombat(Unit, event)
        Unit:CastSpell(26202)
        Unit:SendChatMessage(11, 0, "Run while you can!")
        Unit:RegisterEvent("Boss_Phase1",1000, 0)
        Unit:RegisterEvent("Boss_Phase2",1000, 0)
    end
    
    
    function Boss_OnLeaveCombat(Unit, event)
        Unit:RemoveEvents()
        Unit:SendChatMessage(11, 0, "Run you fools!")
        Unit:SetScale(6.5)
      
    end
    
    
    function Boss_OnKilledTarget(Unit)
        Unit:SendChatMessage(11, 0, "Blah ,you weren't so though after all")
        Unit:CastSpell(13048)
    end
    
    
    function Boss_Death(Unit)
        Unit:SendChatMessage(12, 0, "No.. I have.. failed")
        Unit:RemoveEvents()
        Unit:SetScale(6.5)
      
    end
    
    RegisterUnitEvent(9001, 1, "Boss_OnCombat")
    RegisterUnitEvent(9001, 2, "Boss_OnLeaveCombat")
    RegisterUnitEvent(9001, 3, "Boss_OnKilledTarget")
    RegisterUnitEvent(9001, 4, "Boss_Death")

    V: Adding loot items to the boss

    Shortly. Open up your creatureloot tab and find your way to the last page.Add a new row with one higher number than the earlier loot index was (if we have 12345678 index you put 12345679). Add your mob ID to the entryid, item you want boss to drop put the entryid of the item to the itemid. Percentchange indicates which change the boss will drop the item ( 100->0.001). Leave heroic version 0.
    Mincount and Maxcount put 1 to both if you want only one peace will drop on loot, if you want more put mincount (X>/=0) and maxcount (X</=10). Leave the Ffa_loot 0

    VI: Credits
    Credits belong to mmowned site whils they thought me everything I know, I just made a newb friendly guide from what I've learn.
    Last edited by WinKIller0; 03-20-2008 at 05:41 AM.

    [GUIDE] How to create boss and fight
  2. #2
    Tristank1's Avatar Member
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    very nice thanks

  3. #3
    insaneblade87's Avatar Member
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    can ya check mine i keep geting - unexspected error symbol near , , seeing as i am just now learning i just mainly replaced the id in orange


    Code:
    function Boss_Spell2(pUnit, event)
     local plr = pUnit:GetRandomPlayer(0)
     if (plr ~= nil)
      then
      pUnit:SendChatMessage(12, 0 ,"Take that mortal!")
     pUnit:CastSpellOnTarget(28293, plr)
      end
    end
    
    function Boss_Spell3(pUnit, event)
      pUnit:FullCastSpellOnTarget(17173, pUnit:GetMainTank())
      pUnit:SendChatMessage(12, 0, "I want your life")
    end
    
    
    
    function Boss_Spell4(pUnit, event)
      pUnit:FullCastSpellOnTarget(17173, pUnit:GetMainTank())
    end
    
    function Boss_Spell5(pUnit, event)
      pUnit:SendChatMessage(12, 0 ,"Minions, attack!")
      pUnit:CastSpell(14642)
    end
    
    function Boss_Spell6(pUnit, event)
      local plr = pUnit:GetRandomPlayer(10)
       if (plr ~= nil)
      then
       pUnit:SendChatMessage(12, 0 ,"So you like to play, stay then!")
       pUnit:CastSpellOnTarget(19975, plr)
       end
    end
    
    function Boss_Spell7(pUnit, event)
    pUnit:CastSpell(45)
    end
    function Boss_Spell8(pUnit, event)
    pUnit:FullCastSpellOnTarget(16920, pUnit:GetMainTank())
    end
    
    function Boss_Spell9(pUnit, event)
      local plr = pUnit:GetRandomPlayer(10)
       if (plr ~= nil)
     then
       pUnit:SendChatMessage(12, 0 ,"Run for your life!")
       pUnit:CastSpellOnTarget(5484, plr)
       end
      end
    
    function Boss_Phase1(Unit, event)
       if Unit:GetHealthPct() < 99 then
            Unit:RemoveEvents()
            Unit:SendChatMessage(11, 0, "Aah, I have just the thing for you")
            Unit:RegisterEvent("Boss_Spell2",14000, 0)
            Unit:RegisterEvent("Boss_Spell3",21000, 0)
            Unit:RegisterEvent("Boss_Spell4",2500, 0)
            Unit:RegisterEvent("Boss_Spell5",30000, 0)
            Unit:RegisterEvent("Boss_Phase2",1000, 0)
       end
     end
    
    function Boss_Phase2(Unit, event)
       if Unit:GetHealthPct() < 50 then
            Unit:RemoveEvents()
            Unit:CastSpell(5486)
            Unit:SendChatMessage(11, 0, "This is getting intresting!")
            Unit:RegisterEvent("Boss_Spell6",35000, 0)
            Unit:RegisterEvent("Boss_Spell7",14000, 0)
            Unit:RegisterEvent("Boss_Spell8",8000, 0)
            Unit:RegisterEvent("Boss_Spell9",21000, 0)
       end
    end
    
    function Boss_OnCombat(Unit, event)
         Unit:CastSpell(26202)
         Unit:SendChatMessage(11, 0, "Run you fools!")
         Unit:SetScale(6.5)
    
    end
    
    function Boss_OnKilledTarget(Unit)
        Unit:SendChatMessage(12, 0, "No.. I have.. failed")
        Unit:RemoveEvents()
        Unit:SetScale(6.5)
    
    end
    
    RegisterUnitEvent(132000, 1, "Boss_OnCombat")
    RegisterUnitEvent(132000, 2, "Boss_OnLeaveCombat")
    RegisterUnitEvent(132000, 3, "Boss_OnKilledTarget")
    RegisterUnitEvent(132000, 4, "Boss_Death")

  4. #4
    WinKIller0's Avatar Member
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    Sorry that it took this long, but I've updated the code to the first pos what you really have to change (Didn't remember not all of us have their first boss)

    I think you should try to change the Boss_Phase Boss_Spell names, I haven't really ever come across with that error. But does the script start? That would be helpful

  5. #5
    abndrew82's Avatar Active Member
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    Nice post, good info on learning some LUA stuff

  6. #6
    Tom_2001's Avatar Member
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    hehe nice =P

  7. #7
    pooooo132's Avatar Member
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    thanks this actually worked for me and now im actually figuring out how to script

  8. #8
    Falor's Avatar Member
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    Hey so if i have the boss, and i have some custom made tokens, how can i made it so he drops those?

  9. #9
    Clorcky's Avatar Member
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    I can't find the Creature_names table,any help?

    Last edited by Clorcky; 06-09-2008 at 01:31 PM.

  10. #10
    Power of Illuminati's Avatar Contributor
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    A bigger picture wouldn't hurt

    but if you are using Ascent it should be like on the left side on the screen.

    If you are using mangos, that doesn't exists

  11. #11
    Clorcky's Avatar Member
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    Originally Posted by Power of Illuminati View Post
    A bigger picture wouldn't hurt
    You can click the picture to enlarge.

    Originally Posted by Power of Illuminati View Post

    but if you are using Ascent it should be like on the left side on the screen.

    If you are using mangos, that doesn't exists
    I'm using mangos,so what table do i have to use ?

  12. #12
    Power of Illuminati's Avatar Contributor
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    You got alot of different tables then.

    They all start with creature

    (The picture is 320*255)

  13. #13
    Clorcky's Avatar Member
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    Changed the picture,you can see it better now.And indeed i have much tables

  14. #14
    B14d3r11's Avatar Sergeant Major
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    Okay Clorcky ill help you out... Im fairly new to Mangos but i learned how to do this because I added Vendors.

    creature_names = Ascent Version
    creature_template = Mangos Version

    creatureloot = His Version
    creature_loot_template = Mangos Version

    Clorky i Hope that helped

  15. #15
    Clorcky's Avatar Member
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    Originally Posted by B14d3r11 View Post
    Okay Clorcky ill help you out... Im fairly new to Mangos but i learned how to do this because I added Vendors.

    creature_names = Ascent Version
    creature_template = Mangos Version

    creatureloot = His Version
    creature_loot_template = Mangos Version

    Clorky i Hope that helped
    Thanks yes ,that helped (+Rep) :wave:

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