momomo 3 Posted June 18, 2012 Share Posted June 18, 2012 (edited) Boss Arena Mod for Sacred 2 Ice & Blood + CM Patch 0130 This mod will add a new NPC to the MP starter island near the arena. After talking to it, it will start a boss chain quest, which includes the following bosses in 4 waves, spawning each boss one after another: Wave 1: The White Griffin Raging Boar Harpy Queen Holos Wave 2: Flame Lord Ice Lord Earth Lord Poison Lord Wave 3: Daloriel the Depraved Banshee Bloodclaw Wave 4: Dark Prince Thranak Forest Guardian After each wave a confirmation at the quest giver is needed. I included these "milestones" to give the players a chance to sort their inventory, sell or stuff items away etc. Most of these mini bosses are encountered on the map via a quest npc which basically tells you to go kill it. Thats means on top of the kill experience you get the quest experience. Each of these bosses now give additional quest experience, that also includes the forest guardian and 3 of the lords, which dont have a quest. In concequence this arena is an easy spot to farm experience and items. I created it for multiplayer games, so that the server doesnt need to be restarted for those bosses to spawn again. Right now it stops after one round, but at least you dont need to go to their locations to farm them. Possible future version may include (incase I get that to work): - unlimited boss runs -> no more server restarts - main bosses in the arena (those that can be farmed in MP games without questing) DOWNLOAD Since I have been asked how I did that I will include a short overview: quest.txt: This is where its all at. You can create new quest NPCs and new quest tasks. Tasks range from item collection to mob killing to just reaching a certain area. Here I will discuss the mini boss killing quests. The code I included is seperated in two parts: 1) the task definitions (here the mini bosses and one quest giver) 2) the quest definitions The quest giver: quest.createTaskCreature(11000, { itemtype = 6637, creature = 587, faction_id = 66, behaviour = "questCreatures", ismortal = 0, isfighting = 0, persistent = 0, position = { 7,14,0 , 1010.400,792.852,294.443 , 0.000 }, }) I simply copied the quest npc for the white griffin quest and placed himin front of the arena. To get the coordinates, stand where you wann place it, open the console and type "print hero" (without the "), look for POS. you will get the sector (7,14,0) and the coordiantes (1010.400,792.852,294.443). As to what the last number does I am still unsure, it might refer to a 4th plane, but 0.000 worked just fine on the island Its important to use and ID that is still unused. I started my NPCs at 11000, my mobs at 12000 and my quests at 10000. Next is the mobs, e.g. the forest guardian: quest.createTaskCreature(12130, { itemtype = 10205, creature = 1433, --Forest Guardian ismortal = 0, isfighting = 0, persistent = 0, position = { 7,14,0 , 1672.250,1714.352,224.929 , 0.000 }, }) Most mobs were already in the quest.txt and I just needed to change the id (here 12130), but this one wasn, so I created it myself by using a template (e.g. white griffin spawn, "creature = 1887" and edited the itemtype and creature, as well the id). Its also important change the position to where you want it, in my case the arena. At last you still need the quest. In this case Ill use my first one, the white griffin. Since this is longer I will place notes inside the code tag with <-. In case you noticed, comment in that file are made with --comment. quest.createQuest(10000, { <-unique id id = 10000, <-same as above name = "Boss Arena White Griffin", <-identifier, just name it questtype = 1, <-type 1 = kill quest silent=0, <-will you notice if you accept it? ismainquest = 0, mainquestchapter = 0, questbookstrategy = 0, <-normally quest have a 1 here, but my quests lack a book entry so it doesnt matter continues_quest_id = 0, <-important for quest chains, this is the starter, thus 0 continues_bookentry = 0, <-similar to above, but for the log forpathnot = 0, <-not excalt sure, similar to below, maybe reservedforpath = 0, <- restriction for light/dark reservedforhero = 0, <- restriction for class reservedforgod = 0, <-restriction for god reward_exp=1, <-following are the rewards reward_gold=0, reward_drop=0, reward_attr=0, <-didnt test yet reward_skill=0, <-maybe a rune? report_required = 0, <-do you need to get back to the npc? this one is auto complete dangerclass=8, <-possibly defines rewards, 8 is for the griffin author_ready = 0, <-not sure qa_ready = 0, <-not sure releasestage = 30, <-possibly needed for simple go and kill quests progress = 0, <-not sure autostart = 0, <-could be defined together with enetering a certain region anyprequest = 0, <-important for quest chains showdlgonwin = 0, <-shows dialogue on win lostondecline = 0, <-if you decline you cannot take it again (doesnt apply here, since there is no dialogue at all) questgiver = { <-here starts the quest npc taskcreature = 11000, <-my defined NPC ispersistent = 0, <-similar to the mobs isproactive = 0, <-not sure isrefusable = 0, <- option to decline, but entire dialogue is missing :/ position = { 7,14,0 , 1010.400,792.852,294.443 , 0.000 }, <-spawn position, needs to be the same as ion the definition of the npc }, questKill = { <-quest condition start, here killquest anyofthem = 0, <-amount to kill? useprefightdlg = 0, <-propably as with the kobold chieftain quest, if you reach it, you will get a message bodycount = 0, <-amount to kill? kill0 = { <-first mob to kill taskcreature = 12000, <-specific mob, as defined before, no doubles here! }, }, }) It is possible to add more different mobs in one quest like this: questKill = { <-quest conition start, here killquest anyofthem = 0, useprefightdlg = 0, bodycount = 0, kill0 = { <-first mob to kill taskcreature = 12000, <-specific mob, as defined before, no doubles here! }, kill1 = { <-second mob to kill taskcreature = 12001, <-specific mob, as defined before, no doubles here! }, kill2 = { <-third mob to kill taskcreature = 12002, <-specific mob, as defined before, no doubles here! }, }, and so on. Lets look at the quest chain, this is the next quest, its basically the same, I will comment the differences quest.createQuest(10010, { <-new id id = 10010, <-new id name = "Boss Arena Raging Boar", questtype = 1, silent=0, ismainquest = 0, mainquestchapter = 0, questbookstrategy = 0, continues_quest_id = 10000, <-previous quest continues_bookentry = 0, forpathnot = 0, reservedforpath = 0, reservedforhero = 0, reservedforgod = 0, reward_exp=1, reward_gold=0, reward_drop=0, reward_attr=0, reward_skill=0, report_required = 0, dangerclass=8, author_ready = 0, qa_ready = 0, releasestage = 30, progress = 0, autostart = 0, anyprequest = 0, showdlgonwin = 0, lostondecline = 0, precond_quest0 = { <-important, without this it doesnt care if youve finished the previous one and spawn the next quest_dbid = 10000, queststate = 9, }, questKill = { anyofthem = 0, useprefightdlg = 0, bodycount = 0, kill0 = { taskcreature = 12010, <-different mob }, }, }) Last but not least to add a "milestone" exchange this report_required = 0, with this (11000 is my NPC) report_required = 1, reportcompletion_to = 11000, creatures.txt: This is where I get my new mobs that arent already added in the quest.txt. One example is the forest guardian. I will look up its name and get the itemtype and the id. Edited June 18, 2012 by momomo Link to comment
King Angel 69 Posted June 18, 2012 Share Posted June 18, 2012 The download not work :( Link to comment
momomo 3 Posted June 18, 2012 Author Share Posted June 18, 2012 The download not work :( Do you mean the mod itself or just the download. Cause I just tried and it worked. You might also try to navigate there yourself. Just go to downloads->community Patch Link to comment
Malachor 11 Posted June 19, 2012 Share Posted June 19, 2012 (edited) I just tried downloading it and got this error: [#10870] We could not find the file specified Try this link: http://darkmatters.org/forums/index.php?/files/file/301-mod-age-of-heroes-beta-all-in-one-pack/ Edited June 19, 2012 by Malachor Link to comment
Knuckles 904 Posted June 19, 2012 Share Posted June 19, 2012 The file was still pending approval by a mod....should be all set now Link to comment
King Angel 69 Posted June 19, 2012 Share Posted June 19, 2012 This work only for Multiplayer mode :mafia: Link to comment
momomo 3 Posted June 19, 2012 Author Share Posted June 19, 2012 (edited) This work only for Multiplayer mode :mafia: Of course it does, the npc is on the MP island, as in the description stated xD But if you really want it somewhere else here is the manual: Get ingame, go where you want the NPC and type "PRINT HERO" in the console (without the "). Scroll up using Page Up and look for "Pos". Note down the numbers, they look similar to the positions in the mod files (read my explanation above). Then go into the modded file and replace "7,14,0 , 1010.400,792.852,294.443 , 0.000" with "your new coordinates , 0.000". Then look up the position for the mobs that are spawned, just stand there and print the hero info again. then replace all "7,14,0 , 1672.250,1714.352,224.929 , 0.000" with "your new coordinates , 0.000" No guarantee that it works everywhere. Also I am still not sure what the last number (0.000) does. Edited June 19, 2012 by momomo Link to comment
grumpyone08 1 Posted July 6, 2012 Share Posted July 6, 2012 nice work bud I look forward to trying it out Link to comment
Flix 5,116 Posted January 23, 2016 Share Posted January 23, 2016 I've been examining this mod to try to better learn about how to script some simple "kill this boss" quests for my Diablo 2 Fallen mod. This lead me to consider updating this mod, as is, for CM Patch 1.50 so current players can enjoy it. So I'll just repeat the question I posed in this post for another long-dead mod: is there any interest? Link to comment
Happy 1 Posted January 24, 2016 Share Posted January 24, 2016 How can I increase the level of the bosses? Link to comment
Popular Post Flix 5,116 Posted January 30, 2016 Popular Post Share Posted January 30, 2016 New version of Boss Arena Mod is live on Sacred 2 Nexus! I updated it for CM Patch 1.50 and for use with the mod enabler. Posted some screenshots too. No other changes. User momomo left handy do-it-yourself instructions in the lead post about how to update this mod or incorporate it into any other mod. It's quite easy as Boss Arena only changes quest.txt. So the "Easy Install" option now works for CM Patch 1.50 with Generic Mod Enabler, and, as always, the "Manual Install" will let you add Boss Arena into any game version or mod setup. 2 Link to comment
desm 329 Posted January 30, 2016 Share Posted January 30, 2016 great, thank you very much Flix. Link to comment
Flix 5,116 Posted February 7, 2016 Share Posted February 7, 2016 DarkMatters download page for Boss Arena now also has the updated version! Link to comment
TheServ239 1 Posted February 21, 2016 Share Posted February 21, 2016 Thanks momomo for the initial mod and Flix for the updated version. I have only played thru the first two waves without any issues. 1 Link to comment
gogoblender 3,069 Posted February 21, 2016 Share Posted February 21, 2016 Thanks momomo for the initial mod and Flix for the updated version. I have only played thru the first two waves without any issues. And welcome to DarkMatters Jeremy! gogo Link to comment
Flix 5,116 Posted July 25, 2018 Share Posted July 25, 2018 Boss Arena mod is now updated for full compatibility with Community Patch 1.60. Available for download here on DarkMatters: Also available on Sacred 2 Nexus: https://www.nexusmods.com/sacred2/mods/10?tab=description 1 Link to comment
Charon117 50 Posted January 13, 2020 Share Posted January 13, 2020 If people havent figured it out yet, the last number in a position is most likely the azimuth. Following example strenghtens this claim: Quote mgr.addMapPos { merchantType = 4, position = { x = 146300.00, y = 62350.00, z = 0.00, layer = 0, orientation = 1.000, }, } Link to comment
Flix 5,116 Posted January 13, 2020 Share Posted January 13, 2020 6 hours ago, Charon117 said: the last number in a position is most likely the azimuth It is. A value of 0 has the creature facing directly north. Enter a positive or negative value in degrees to rotate it clockwise or counterclockwise. Link to comment
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