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Guest
Guest
1. For the purpose of spawning one boss during a Blood Moon event:Hi i love this idea of the mod with bosses, but could it be possible to have only 1 boss at horde nights so it gets more special and awesome loot in maybe buff health on them?
This is possible by manually editing the entitygroups.xml file. There is a long long section at the end which specifically tells the host what to spawn, when to spawn it, and what chance of probability it will have to spawn. For example, in the very first line:
<append xpath="/entitygroups/entitygroup[@name='feralHordeStageGS1']"><entity name="ZombieArchon" prob="0.1"/>
This tells the host that during a Blood Moon, for Game Stage 1, the Archon character has a probability of about a 1 in 10 chance, in relation to itself and the whole default game list of other zombies, of appearing. You can delete and edit entries in this list to specify which single special zombie you would like to appear.
2. For the purpose of ensuring the selected boss zombie drops special loot:
This is possible by manually editing the entityclasses.xml file. If you look under the <entity_class name="ZombieArchon" extends="zombieWightFeral"> area, there is a property with the following properties.
<property name="LootDropEntityClass" value="EntityLootContainerBoss"/>
<property name="LootDropProb" value="1"/>
The game already appears to feature a loot drop option. In this case, Archon will drop a 'boss' type loot offering at a probability of once (100%) when eliminated. A setting of 0.5 would be 50% of the time.
3. For the purpose of buffing health on the character:
In the same area as for number. 2, but further up, you will see.
<passive_effect name="HealthMax" operation="base_set" value="2000"/>
Changing this value allows us to specifically set a character's health.
4. If you are going to buff the character's health you may also want to give players more XP for completing the elimination:
In the same area as for number. 2, and just below you will see.
<property name="ExperienceGain" value="5000"/>
This property can be changed at a level proportional to the increase in health to maintain balance.
If there are any errors in this short instructional, I'm sure other community members will provide corrections.
All the best with your tweaks to customise the settings to your liking.