Regarding /spawnboss command #1942
Replies: 5 comments 4 replies
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They ... wouldn't drop anything anyway as long as it's not the appropriate invasion. |
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I don't really see a reason why not |
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I think adding any "gameplay significant" entity to this command makes sense even if its not an actual boss. Spawning Dutchmen, Ice Queens, Pumpkings etc makes total sense to me for this command. Anything miniboss+ is absolutely sensible to be in /spawnboss in my opinion |
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I tend to agree.
On May 16, 2021, GitHub ***@***.***> wrote:
I think adding any "gameplay significant" entity to this command makes
sense even if its not an actual boss. Spawning Dutchmen, Ice Queens,
Pumpkings etc makes total sense to me for this command. Anything
miniboss+ is absolutely sensible to be in /spawnboss in my opinion
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We tend to believe that a “command” to do something shouldn’t be
overruled by game logic. The goal is to force certain things that would
otherwise be impossible to be possible. Hence why we had teleportation
using an elaborate spawn point shuffle routine for a while.
On May 16, 2021, GitHub ***@***.***> wrote:
This is an interesting question - tShock has historically made sure
that boss spawning won't fail due to spawn requirements
<https://github.com/Pryaxis/TShock/blob/general-
devel/TShockAPI/Commands.cs#L2438> but summoning an entire
event/invasion feels somewhat excessive.
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Should all “boss” type NPCs be added to /spawnboss?
As in all the ones that display a health bar at the bottom of the screen? Or exclude mini-ish bosses like The Flying Dutchman and Martian Mothership?
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