edit boss
Edit Excalibur
Character data, combat stats, AI priorities, reactions, phases and encounter rules are sent in the exact structure expected by the API.
A sword has no mind, so it is immune to psychic-type attacks.
Only the worthy affect it, so the sword is immune to any kind of control over it.
There is a 0.001% chance that a button will appear to collect Excalibur once per battle, after the battle begins. By collecting it, the worthy can use all of its abilities. Excalibur cannot be dropped, and it is only possible to have one.
Excalibur only reacts if you attack it at least twice, because the first time may have been a misake. Excalibur is unbreakable, but allows itself to take damage after being challenge, so only after finishing her initial move will the damage on her be accounted for.
The Excalibur is the best sword, so no sharp objects damage it.
Excalibur's attacks are straight into the soul. If the wielder of it has no less than 10x the enemy's psychic power, the attack deals direct damage to health, reducing from 1% (if it is exactly 10x lower), 5% (if it is equal) to 10% (if it is 10x higher). If the wielder has 100x more psychic power than the enemy, The wielder can choose the percentage damage they will deal, from 1 to 100%. The ancient wielder was a demigod, but left Excalibur's damage at around 5%.
Just touching Excalibur already does damage (as long as it's on the wired part).
Register up to 5 weapons. Keys 1-5 equip weapons, and each weapon has its own traits and skills.
Character base skills
These keys belong to the character even before a weapon is equipped. Use them for basic actions, movement, guard, aura setup or weapon-independent powers.
Character skills that are available outside the weapon slots.
Weapon loadout
Register up to 5 weapons. Keys 1-5 equip weapons, and each weapon has its own traits and skills.
Bosses are not limited to the player 1000-point budget. Results are calculated exactly like the API.
Enable only the families used by this boss. Each family contains Damage and Mastery.
These fields describe the boss's default decision-making before phase overrides.
At least one phase is required. Phase IDs are used by skill AI and must be unique.
(Initial description of the weapon)
(Description of the desperate robot)
The real boss
Tell the AI when, why and against whom each skill should be used.
More than 2 attacks were landed on Excalibur in less than 1 second. Or when the enemy quickly moves away more than 12 meters (by teleportation, for example)
Whenever possible, within 5 meters distance
When the enemy is 1-2 meters away.
When the enemy is more than 10m away
Reactions override ordinary priorities when a specific event occurs.
Excalibur will stop attacking, waiting for the enemy to attack
These fields define how the battle starts, scales, resets, ends and handles defeated players.
- Boss edit code is required for PUT /bosses/:id.