Rageweaver wrote: ↑Thu Sep 08, 2022 7:32 pm
Now I thought of it..Maybe add X% of white/champion monster HP and X% Boss HP.. we can then adjust and put whatever number we want, 100% for boss and 25% for white etc etc.
You'd think it'd be that simple but no. The first person to even distinguish bosses from monsters in assembly took about 3 months. And that was in the very straightforward event of the boss dying. You are asking for distinguishing between monsters and bosses upon spawn, quite possibly when they aren't even in view. Though the difference is hard to explain, let me assure you that the difficulty is between 10x and 100x greater.
All monsters are spawned on the first map load. The map load event itself differs from SP to MP. Then one has to determine which monsters are common, powerful, boss or uber. Then one has to hack into their properties -- but if the player summons the same monster (using the existing cheat) should it behave like the enemy?
No? Aaah, you say you use no summons. Then that is very selfish of you, asking for a cheat that does not benefit a wider populace.
Oh you use summons is it? But you would like them to be of normal HP against a superHP boss?
In summary: no, it is not simple to implement any of these features and atm I am not driven to pursue them.