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Re: Luna Hell Pass/Contaminated Underpath - Beta 28.10.2017
Posted: Fri Dec 01, 2017 5:01 pm
by cooco
interesting info, i'll try test it

Re: Luna Hell Pass/Contaminated Underpath - Beta 28.10.2017
Posted: Wed Dec 27, 2017 3:18 am
by Diavolakos
Hey, how do we set the char to keep the final boss in the lava area?
Is this the code below that does it?
Code: Select all
if newX >= 233 and microTeleportStep == 0 then
Player:SetPosition(233, ourCurrentPos.Y, airZ);
microTeleportStep = 1;
elseif newX <= 226 and microTeleportStep == 1 then
Player:SetPosition(226, ourCurrentPos.Y, airZ);
microTeleportStep = 0;
else
I think a revamp in the position would help, the char attacks the boss while it is still in the lava area, that means he takes agro and can keep it for a while, he takes the boss to the canon area and keep the agro for a little while.
But would it be possible to keep the boss in the lava area till it has like 90% HP (or something) so as to never lose the agro when he takes it the canon area?
So far when I get the many mobs (you hear a lot of footsteps) it is a guarantee fail to S-rank due to many mobs.
Other times when the boss spawns the front barricade is still up but has little HP or more. The boss eventually loses agro to the char and hits the barricate and usually the S-rank is lost for only a few seconds.
If we can keep the boss in the lava area, away from NPC dps for a little while more, then we will never lose the agro.
~~~~~~~~
I also always have one canon slot unused even if I have 3 aether in my inventory.
Re: Luna Hell Pass/Contaminated Underpath - Beta 28.10.2017
Posted: Wed Dec 27, 2017 3:10 pm
by cooco
Code: Select all
-- Move to acid pool
function MoveToAcidPool()
--Write("MoveToAcidPool");
local tempTimer = Time();
local elapsedTime = tempTimer - offsetTimer;
if elapsedTime < updatePositionTime then
return false;
end
local d = moveSpeed * updatePositionTime / 1000;
local ourCurrentPos = Player:GetPosition();
local newY = ourCurrentPos.Y + d;
if newY > 250 then
Player:SetPosition(centerRoomX, 250, airZ);
return true;
else
Player:SetPosition(centerRoomX, newY, airZ);
end
offsetTimer = tempTimer;
return false;
end
Change
250 (both value) value to set your custom position.

Re: Luna Hell Pass/Contaminated Underpath - Beta 28.10.2017
Posted: Thu Dec 28, 2017 10:33 pm
by Diavolakos
So y=250 is the furthest it will go into the pool?
Right now it moves from the back barricate to the front barricate positions.
It should somehow check the smallest and the biggest values.
Also you mean to change these two "250" here with something I want?
Code: Select all
if newY > 250 then
Player:SetPosition(centerRoomX, 250, airZ);
return true;
Re: Luna Hell Pass/Contaminated Underpath - Beta 28.10.2017
Posted: Thu Dec 28, 2017 10:49 pm
by cooco
Diavolakos wrote: ↑Thu Dec 28, 2017 10:33 pm
So y=250 is the furthest it will go into the pool?
Right now it moves from the back barricate to the front barricate positions.
It should somehow check the smallest and the biggest values.
Also you mean to change these two "250" here with something I want?
Code: Select all
if newY > 250 then
Player:SetPosition(centerRoomX, 250, airZ);
return true;
Exactly, change 250 value with your custom value

Re: Luna Hell Pass/Contaminated Underpath - Beta 28.10.2017
Posted: Sun Dec 31, 2017 8:44 pm
by Diavolakos
Well I changed it but that is not what I was asking for, when the fat boss is out the 250 changed only how in I went to grab it.
Once I grab it my chars goes from front barrier to back barrier back and forth. I wanted him to be going in different Y positions, I wanted to eat the fat guy inside the acid pool back and forth to be away from the NPCs and barricades.
Re: Luna Hell Pass/Contaminated Underpath - Beta 28.10.2017
Posted: Mon Jan 01, 2018 2:27 pm
by cooco
Oh ok. I'm not at home now. When i have my Pc i'll post code for you

Re: Luna Hell Pass/Contaminated Underpath - Beta 28.10.2017
Posted: Mon Jan 01, 2018 4:49 pm
by cooco
Change this function with this new. Set
escapeOffsetY (100 should be good)
NOT TESTED, try it
Code: Select all
function EscapeAggro()
--Write("EscapeAggro");
local escapeOffsetY=0;
if goToStartRoom then
local tempTimer = Time();
local elapsedTime = tempTimer - offsetTimer;
if elapsedTime > updatePositionTime then
local d = moveSpeed * updatePositionTime / 1000;
local ourCurrentPos = Player:GetPosition();
local newY = ourCurrentPos.Y - d;
if newY < 190 + escapeOffsetY then
Player:SetPosition(centerRoomX, 190 + escapeOffsetY, airZ);
weAreAtStartRoomPos = true;
goToStartRoom = false;
return true;
else
Player:SetPosition(centerRoomX, newY, airZ);
end
offsetTimer = tempTimer;
end
else
if MoveToBarricade(10 + escapeOffsetY) then
weAreAtStartRoomPos = false;
goToStartRoom = true;
return true;
end
end
return false;
end
Re: Luna Hell Pass/Contaminated Underpath - Beta 28.10.2017
Posted: Mon Jan 01, 2018 8:37 pm
by Diavolakos
I'll try it and I'll try to change the 190 in this function. I'll have to give it a test tomorrow since I already afked all my lunas today.
Re: Luna Hell Pass/Contaminated Underpath - Beta 28.10.2017
Posted: Mon Jan 01, 2018 10:47 pm
by cooco
if you only change
190 your charater move from 190 to back barricade cause this
Code: Select all
MoveToBarricade(10 + escapeOffsetY)
this line of code mean "move to barricate position + 10 + escapeOffsetY"