Hey all. I've literally just gotten into C++ scripting (going to be putting the scripts into an Ascent server), and am getting a basic grasp of scripting a boss to perform actions at certain intervals, by reading various guides here.
I want to do something slightly different, though. On the server (just getting on its feet), all of the GMs have been tasked with creating a fun event/area (some have done custom instances, mostly unscripted with just bosses scattered about. Others are working on long and arduous stairs/jumping events). My personal area is reminiscent of a hybrid between oldschool and newer Zelda's: Modular rooms (mostly square, and at least thus far, all the challenges can be remade with relative ease by moving or replacing the objects that make up the challenges). This can only go so far, though.
My current idea is to (with the aid of one of the admins, who will create the necessary mobs/custom items for me), create "puzzles" that are basically as follows:
There is a chest somewhere in the room, that holds "X" amount of (custom item) "Bomb". There's a door in the room, but the path to it is blocked by a "Cracked Rock" (custom mob).
I am wondering if it is possible to do the following, and, if so, could anyone point me towards some C++ commands/script lines that would help me achieve this goal:
1. (non-script) Is it possible to assign "Cracked Rock" a collizion size, such that you can't just run through it until you kill it, at which point it has a very short decay time, so will essentially disappear from the path?
2. (script, I believe) I would ideally assign "Bomb" a spell (probably a low-level engineering bomb spell effect, since those items will be largely unused on the server). Currently, I have it in my mind to make "Cracked Rock" invulnerable *unless* it is in the AoE of "Bomb" (so that no amount of attacking it with any amount of damage will harm it unless the damage source is the spell from "Bomb"). What sort of scripting would I need in order to make this happen, if at all possible?
3. (script) This one's a bit unrelated to the proposed puzzle above, but still fits under this thread. I want to re-create a "Wizrobe" that will basically "Mirror-Image" itself at set HP levels. I assume that I will need to write both an NPC script (to define its behavior each time), a separate Event script to spawn "X" amount of mirror images at certain points (X varies by HP level), and then another script to define the behaviors of those images (which I would want to mimic the original's health, but would deal 25% damage and take 1000% damage). Example scenario here would be, "Wizrobe" hits 80% HP, gets blinked to random point from a list of, say, 4 points, and then begins to cast a spell. Simultaneously, a mirror image gets created at a random point from the same list, but not at the same point that the original is moved to, and also begins casting a spell directed at the same target as the original.
Rinse/Repeat for various HP levels and numbers of images.
Any detailed help will be greatly appreciated, for *any* of the questions.
Thanks very much in advance