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| tutorial:boss-iudex-gundyr [2025/02/24 21:25] – created admin | tutorial:boss-iudex-gundyr [2025/02/24 21:27] (current) – admin | ||
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| Every character in the game-players, | Every character in the game-players, | ||
| - | {{anatomy_of_a_boss_fight_1}} | + | {{tutorial:anatomy_of_a_boss_fight_1.jpg}} |
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| Assets for the boss are great and all, but one might notice that there' | Assets for the boss are great and all, but one might notice that there' | ||
| - | {{anatomy_of_a_boss_fight_2}} | + | {{tutorial:anatomy_of_a_boss_fight_2.jpg}} |
| You can see Iudex Gundyr in his full glory placed on the map. You'll notice that the form displayed in Map Studio is his transformed phase 2 form. This is because the model file contains the data for all his forms and the game actually hides the mesh for his phase 2 form in phase 1. More on this later. | You can see Iudex Gundyr in his full glory placed on the map. You'll notice that the form displayed in Map Studio is his transformed phase 2 form. This is because the model file contains the data for all his forms and the game actually hides the mesh for his phase 2 form in phase 1. More on this later. | ||
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| Anyways, on the right you will see many properties for configuring the enemy. Most of it is uninteresting and configures some settings such as the position, the character model used, some configuration that determines when and how its rendered by the engine, and other things. There' | Anyways, on the right you will see many properties for configuring the enemy. Most of it is uninteresting and configures some settings such as the position, the character model used, some configuration that determines when and how its rendered by the engine, and other things. There' | ||
| - | {{anatomy_of_a_boss_fight_3}} | + | {{tutorial:anatomy_of_a_boss_fight_3.jpg}} |
| In case you don't know, params are a large amount of gameplay variables organized into various spreadsheets that are used by the game for various functions. Each param " | In case you don't know, params are a large amount of gameplay variables organized into various spreadsheets that are used by the game for various functions. Each param " | ||
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| NPCParam param configures some non-behavior related data for an enemy, such as its base health, how fast it can turn, what loot it drops, defenses and resistances, | NPCParam param configures some non-behavior related data for an enemy, such as its base health, how fast it can turn, what loot it drops, defenses and resistances, | ||
| - | {{anatomy_of_a_boss_fight_4}} | + | {{tutorial:anatomy_of_a_boss_fight_4.jpg}} |
| If you look at the two different Gundyrs, you'll notice that the row ids for their thing and NPC params are different, and the data for these two params are also quite different. Champion Gundyr for example has a lot more HP and a different attached AI script. The param differences alone account for most (but not all) of the differences between the fights. To learn more about the other differences though, we will need to deep dive into the other half of Souls maps: event scripts. | If you look at the two different Gundyrs, you'll notice that the row ids for their thing and NPC params are different, and the data for these two params are also quite different. Champion Gundyr for example has a lot more HP and a different attached AI script. The param differences alone account for most (but not all) of the differences between the fights. To learn more about the other differences though, we will need to deep dive into the other half of Souls maps: event scripts. | ||