Angry Bob - the Special Spell casting hermit in Bladbase v 1.3x's Warrior's Grove Author: Skyle - clarkj@oit.edu Used in: Alternative Bladbase v 1.3 (Bladba13.exs) Created: 25 August 1999 Use: A complex example of a hostile monster using Stareye's Special (AP) Spells against the party. Setup: Two activation specials (A1, A2) and two cutoff specials (C1, C2). These specials use the scenario nodes in Bladba13 (and later versions). A severity flag SDF (290,X) is initially 1 and is controlled by the 3 runes (nodes 44-46). Sequence: Angry Bob - Warrior Grove's hermit (in SW corner) Activation specials (upon entering the room) 7 SDF? - 150,0, >=1A= 2 goto 8, <2A= 1 goto 9, else jump to -1 8 Set SDF - 150,0 to 1A= 0, jump to 16 9 SDF? - 290,0, >=1A= 1 goto -1, <2A= 1 goto 10 10 One-time Place Town Encounter - 1A= 1 11 Set Many Flags - 290,X to 1A= 1 12 Start General Timer - 1A= 4 moves call 1B= 15, jump to 13 13 Display Small Message - 'Angry Bob casts:' 14 Call Global Special - scenario node 203 15 SDF? - 150,0, >=1A= 2 goto 25, <2A= 1 goto 16, else jump to -1 16 Start General Timer - 1A= 4 moves call 1B= 19, jump to 17 17 Display Small Message - 'Angry Bob casts:' 18 Call Global Special - scenario node 194 19 SDF? - 150,0, >=1A= 2 goto 25, <2A= 1 goto 20, else jump to -1 20 Start General Timer - 1A= 4 call 1B= 15, jump to 21 21 Display Small Message - 'Angry Bob casts:' 22 Random number? - <50 goto 23, else jump to 24 23 Call Global Special - scenario node 150 24 Call Global Special - scenario node 156 25 Stuff Done Equal? - 150,0, =1A= 3 goto -1, else jump to 26 26 Display Small Message - 'Angry Bob yells, "Go away!"' 27 Start General Timer - 1A= 4 moves call 1B= 15, jump to -1 On a point where the spell caster can see the party (in this case, on a space such that the party can open the locked door at 39,42): 50 SDF? - 150,0, >=1A= 2 goto 51, else jump to -1 51 Terrain this type? (town) - 39,43 (door), 2A= 129 Open door goto 52, else jump to 58 52 Start General Timer - 1A= 1 move call 1B= 50, jump to 53 53 Random number? - <5 goto 54, else jump to -1 54 Display Small Message - 'Angry Bob casts:' 55 Random number? - <50 goto 56, else jump to 57 56 Call Global Special - scenario node 150 57 Call Global Special - scenario node 156 58 Start General Timer - 1A= 1 move call 1B= 50, jump to -1 Note: It seems the BOE engine doesn't like Start General Timers (SGT) of 1 round duration (or nested timers). With SGT of 1 there seems to be a 'build-up' of the two above spells until they inflict damage on the party almost every other round. You can do some experimenting, like SGT of 2 for node 52 and a 10% chance for node 53. Cutoff specials (to stop him) - the first is near his area, the second is farther away 28 SDF? - 290,0, >=1A= 1 goto 29, <2A= 1 goto -1 29 SDF? - 150,0, >=1A= 2 goto -1, <2A= 1 goto 31, else jump to 30 30 Set Many Flags - 290,X to 1A= 0, -1 31 Set SDF - 150,0 to 1A= 2 32 Change Terrain - 39,43 to Locked door (M) 33 Play a sound - 1A= 59 Close door 34 Play a sound - 1A= 9 Lock click 35 SDF? - 290,0, >=1A= 1 goto 36, <2A=1 goto -1 36 Set SDF - 150,0 to 1A= 3 What it does: As the party approaches Angry Bob's area, the cutoff specials are ignored. They have to open the door and step in. That places Angry Bob, sets the spell severity SDF, and allows Angry Bob to cast Slow Party. Until Angry Bob is killed (or the party flees), special spells will be cast every 4 rounds - a repeating cycle of Mass Ravaging than an equal chance of Pyroblast or Cryoblast. Now if the party leaves, they will activate a cutoff special (setting Angry Bob's SDF to 2) and causing the door to be magically locked. The "Go Away" messages will play every 4 rounds until they activate the second cutoff (setting Angry Bob's SDF to 3). Now if the party returns and opens the door, the second activation special starts - Angry Bob blasts them with Pyroblasts or Cyroblasts. A problem here is that if the party just stands here the special spells will become more frequent. Once the party enters the room again, that second activation special will stop because the first activation special will reset Angry Bob's SDF to 0. Again, until Angry Bob is killed (or the party flees), special spells will be cast every 4 rounds - a repeating cycle of Mass Ravaging than an equal chance of Pyroblast or Cryoblast. Known bugs (these are easy to fix, go for it) - no Combat Blocks on the Cutoff specials (i.e. they can be activated in combat mode) - while fleeing (and before activating a cutoff special) the party can use the door to shut it and still be affected by Angry Bob's special spells Special Affect Party (AP) Spells - adapted from Stareye's list in The Dervish Challenge (unfinished scenario. The following 13 spells have the feature of using SDF 290,X to set its severity. Thus a stronger caster (or magical source) could use a stronger version of the spell. Special AP Spell SDF 1 2 3 Pyroblast 290,0 10-30 20-50 30-70 1 Fire damage Cryoblast 290,0 10-30 20-50 30-70 5 Cold damage Arcanic Blast 290,0 10-30 20-50 30-70 3 Magical damage Fiendish Blast 290,0 10-30 20-50 30-70 6 Demon damage Necroblast 290,0 10-30 20-50 30-70 7 Undead damage Venom Arrows 290,1 5-11 10-22 20-44 Poison level 4 and poison damage (50% chance) Energy Drain 290,2 10 20 40 Spell point reduction Mass Ravaging 290,3 2 4 6 Slow and Curse level Slow Party 290,4 2 4 6 Slow level Goo Arrows 290,5 2 4 * 6 * Web level (* for Slow level 2, 50% if SDF = 2) Curse Party 290,6 2 4 6 Curse level Mass Dumbfounding 290,7 1 2 3 Dumbfounding level (warning, cumulative) Mass Paralysis 290,8 5 10 15 Paralysis for X rounds 150 Display Small Message - ' Pyroblast' 151 Play a sound - 1A= 25 Cast mage spell 152 SDF? - 290,0, >=1A= 3 goto 155, <2A= 2 goto 153, else jump to 154 153 AP Do Damage - 1A= 4, 1B= 5, 2A= 10 (thus 4d5+10), 2B= 1, -1 154 AP Do Damage - 1A= 6, 1B= 5, 2A= 20 (thus 6d5+20), 2B= 1, -1 155 AP Do Damage - 1A= 8, 1B= 5, 2A= 30 (thus 8d5+30), 2B= 1, -1 156 Display Small Message - ' Cryoblast' 157 Play a sound - 1A= 25 Cast mage spell 158 SDF? - 290,0, >=1A= 3 goto 161, <2A= 2 goto 159, else jump to 160 159 AP Do Damage - 1A= 4, 1B= 5, 2A= 10 (thus 4d5+10), 2B= 5, -1 160 AP Do Damage - 1A= 6, 1B= 5, 2A= 20 (thus 6d5+20), 2B= 5, -1 161 AP Do Damage - 1A= 8, 1B= 5, 2A= 30 (thus 8d5+30), 2B= 5, -1 162 Display Small Message - ' Arcanic Blast' 163 Play a sound - 1A= 25 Cast mage spell 164 SDF? - 290,0, >=1A= 3 goto 167, <2A= 2 goto 165, else jump to 166 165 AP Do Damage - 1A= 4, 1B= 5, 2A= 10 (thus 4d5+10), 2B= 3, -1 166 AP Do Damage - 1A= 6, 1B= 5, 2A= 20 (thus 6d5+20), 2B= 3, -1 167 AP Do Damage - 1A= 8, 1B= 5, 2A= 30 (thus 8d5+30), 2B= 3, -1 168 Display Small Message - ' Fiendish Blast' 169 Play a sound - 1A= 24 Cast priest spell 170 SDF? - 290,0, >=1A= 3 goto 173, <2A= 2 goto 171, else jump to 172 171 AP Do Damage - 1A= 4, 1B= 5, 2A= 10 (thus 4d5+10), 2B= 6, -1 172 AP Do Damage - 1A= 6, 1B= 5, 2A= 20 (thus 6d5+20), 2B= 6, -1 173 AP Do Damage - 1A= 8, 1B= 5, 2A= 30 (thus 8d5+30), 2B= 6, -1 174 Display Small Message - ' Necroblast' 175 Play a sound - 1A= 24 Cast priest spell 176 SDF? - 290,0, >=1A= 3 goto 179, <2A= 2 goto 177, else jump to 178 177 AP Do Damage - 1A= 4, 1B= 5, 2A= 10 (thus 4d5+10), 2B= 7, -1 178 AP Do Damage - 1A= 6, 1B= 5, 2A= 20 (thus 6d5+20), 2B= 7, -1 179 AP Do Damage - 1A= 8, 1B= 5, 2A= 30 (thus 8d5+30), 2B= 7, -1 180 Display Small Message - ' Venom Arrows' 181 Play a sound - 1A= 12 Longbow 182 AP Affect Poison - 4,1 183 Random number? - <1A= 50 goto 184, else -1 184 SDF? - 290,1, >=1A= 3 goto 187, <2A= 2 goto 185, else jump to 186 185 AP Do Damage - 1A= 1, 1B= 6, 2A= 5 (thus 1d6+5), 2B= 2, -1 186 AP Do Damage - 1A= 2, 1B= 6, 2A= 10 (thus 2d6+10), 2B= 2, -1 187 AP Do Damage - 1A= 4, 1B= 6, 2A= 20 (thus 4d6+20), 2B= 2, -1 188 Display Small Message - ' Energy Drain' 189 Play a sound - 1A= 43 Stoning noise 190 SDF? - 290,2, >=1A= 3 goto 193, <2A= 2 goto 191, else jump to 192 191 AP Spell points - 1A= 10, 1B= 1 lower, -1 192 AP Spell points - 1A= 20, 1B= 1 lower, -1 193 AP Spell points - 1A= 40, 1B= 1 lower, -1 194 Display Small Message - ' Mass Ravaging' 195 Play a sound - 1A= 24 Cast priest spell 196 SDF? - 290,3, >=1A= 3 goto 201, <2A= 2 goto 197, else jump to 199 197 AP Slow - 1A= 2 rounds, 1B= 1 slows 198 AP Curse - 1A= 2 rounds, 1B= 1 curse, -1 199 AP Slow - 1A= 4 rounds, 1B= 1 slows 200 AP Curse - 1A= 4 rounds, 1B= 1 curse, -1 201 AP Slow - 1A= 6 rounds, 1B= 1 slows 202 AP Curse - 1A= 6 rounds, 1B= 1 curse, -1 203 Display Small Message - ' Slow Party' 204 Play a sound - 1A= 25 Cast mage spell 205 SDF? - 290,4, >=1A= 3 goto 208, <2A= 2 goto 206, else jump to 207 206 AP Slow - 1A= 2 rounds, 1B= 1 slows 207 AP Slow - 1A= 4 rounds, 1B= 1 slows 208 AP Slow - 1A= 6 rounds, 1B= 1 slows 209 Display Small Message - ' Goo Arrows' 210 Play a sound - 1A= 12 Longbow 211 SDF? - 290,5, >=1A= 3 goto 214, <2A= 2 goto 212, else jump to 213 212 AP Web - 1A= 2, 0 adds, -1 [Webs must be 0, BOE bug] 213 AP Web - 1A= 4, 0 adds, jump to 215 214 AP Web - 1A= 6, 0 adds, jump to 216 215 Random number? - <1A= 50 goto 216, else jump to -1 216 AP Slow - 1A= 2, 1B= 1 slows, -1 217 Display Small Message - ' Curse Party' 218 Play a sound - 1A= 24 Cast priest spell 219 SDF? - 290,6, >=1A= 3 goto 222, <2A= 2 goto 220, else jump to 221 220 AP Curse - 1A= 2 rounds, 1B= 1 curse, -1 221 AP Curse - 1A= 4 rounds, 1B= 1 curse, -1 222 AP Curse - 1A= 6 rounds, 1B= 1 curse, -1 223 Display Small Message - ' Mass Dumbfounding' 224 Play a sound - 1A= 53 Magic noise 3 225 SDF? - 290,7, >=1A= 3 goto 228, <2A= 2 goto 226, else jump to 227 226 AP Dumbfounding - 1A= 1, 1B= 1 inflicts, -1 227 AP Dumbfounding - 1A= 2, 1B= 1 inflicts, -1 228 AP Dumbfounding - 1A= 3, 1B= 1 inflicts, -1 229 Display Small Message - ' Mass Paralysis' 230 Play a sound - 1A= 25 Cast mage spell 231 SDF? - 290,8, >=1A= 3 goto 234, <2A= 2 goto 232, else jump to 233 232 AP Paralysis - 1A= 5, 1B= 1 inflicts, -1 233 AP Paralysis - 1A= 10, 1B= 1 inflicts, -1 234 AP Paralysis - 1A= 15, 1B= 1 inflicts, -1 For additional information, see the Special AP Spells text file at http://us.geocities.com/skyle_jc/textfiles/specspll.txt