basicly boss advance settings would consist of 3 ai's first part of the boss's life, the second part of the boss's life and the third part of the boss's life
ai's would be a little different then npc ai's instead of having an ai type it would be ai settings
bosses would event have a difficulty for how fast they react (aka how fast they state change)
anyway here is the things I came up with.
npc-[200] (smb1 bowser)
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boss ai1 // this is the ai settings for the first part of the boss's life
boss ai2 // this is the ai settings for the second part of the boss's life
boss ai3 // this is the ai settings for the third part of the boss's life
// ai editor for bowser
groundpound type // this is the type of goundpound the ai it uses
// (once, multipule)
groundpound chance // this is the chance it will ground pound
groundpound on hurt // this is a bool to wether he does it after he is hurt chance does not matter here
groundpound quake magnitude // this is the magnitude for the screen shake when the shellslide hits a wall
groundpound quake time // this is the time the shellslide quake lasts
hammer type // this is the type of fireball the ai it uses (smb1, smbx)
// (smb1 ones are just have a more accurete angle)
hammer chance // this is the chance it will spit a fireball
hammer on hurt // this is a bool to wether he does it after he is hurt chance does not matter here
hammer delay // this is the delay between fireball shots
hammer count min // this is the min number of fireballs the boss shoots
hammer count max // this is the max number of fireballs the boss shoots
fireball type // this is the type of fireball the ai it uses (smb1, smb3, smbx)
// (smb3 ones are fireballs that go diagnally and try to line up with the player)
fireball chance // this is the chance it will spit a fireball
fireball on hurt // this is a bool to wether he does it after he is hurt chance does not matter here
fireball delay // this is the delay between fireball shots
fireball count min // this is the min number of fireballs the boss shoots
fireball count max // this is the max number of fireballs the boss shoots
difficulty // this is the dificulty of the boss like how fast his reaction time is
nearest ground // this is a bool to wether or not the boss lands, drops, or flies to find nearst ground
// (this would be usefull if you have moving platforms or pits in the boss room)
npc-[39] (smb2 birdo)
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boss ai1 // this is the ai settings for the first part of the boss's life
boss ai2 // this is the ai settings for the second part of the boss's life
boss ai3 // this is the ai settings for the third part of the boss's life
// ai editor for birdo
jump type // this is the type of shell the ai it uses
// (stopped, moveing, anytime)
jump chance // this is the chance it will jump
jump on hurt // this is a bool to wether he does it after he is hurt chance does not matter here
jump quake magnitude // this is the magnitude for the screen shake when it lands
jump quake time // this is the time the jump quake lasts
projectile id // this is the type of npcs the ai it uses
// (egg, egg+fireball, fireball, custom++)
projecti chance // this is the chance it will fire
projectile on hurt // this is a bool to wether he does it after he is hurt chance does not matter here
projectile delay // this is the delay between npcs shots
projectile count min // this is the min number of npcs the boss shoots
projectile count max // this is the max number of npcs the boss shoots
difficulty // this is the dificulty of the boss like how fast his reaction time is
nearest ground // this is a bool to wether or not the boss lands, drops, or flies to find nearst ground
// (this would be usefull if you have moving platforms or pits in the boss room)
npc-[201] (smb2 wart)
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boss ai1 // this is the ai settings for the first part of the boss's life
boss ai2 // this is the ai settings for the second part of the boss's life
boss ai3 // this is the ai settings for the third part of the boss's life
// ai editor for wart
jump type // this is the type of shell the ai it uses
// (stopped, moveing, anytime)
jump chance // this is the chance it will jump
jump on hurt // this is a bool to whether it only jump after it is hurt
jump quake magnitude // this is the magnitude for the screen shake when it lands
jump quake time // this is the time the jump quake lasts
projectile id // this is the type of npcs the ai it uses
// (bubble custom++)
projectile chance // this is the chance it will fire
projectile on hurt // this is a bool to whether he only does it after he is hurt
projectile delay // this is the delay between npcs shots
projectile count min // this is the min number of npcs the boss shoots
projectile count max // this is the max number of npcs the boss shoots
difficulty // this is the dificulty of the boss like how fast his reaction time is
nearest ground // this is a bool to wether or not the boss lands, drops, or flies to find nearst ground
// (this would be usefull if you have moving platforms or pits in the boss room)
npc-[201] (smb2 mouser)
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boss ai1 // this is the ai settings for the first part of the boss's life
boss ai2 // this is the ai settings for the second part of the boss's life
boss ai3 // this is the ai settings for the third part of the boss's life
// ai editor for mouser
jump type // this is the type of shell the ai it uses
// (stopped, moveing, anytime)
jump chance // this is the chance it will jump
jump on hurt // this is a bool to wether he does it after he is hurt chance does not matter here
jump quake magnitude // this is the magnitude for the screen shake when it lands
jump quake time // this is the time the jump quake lasts
projectile id // this is the type of npcs the ai it uses
// (bubble custom++)
projectile chance // this is the chance it will fire
projectile on hurt // this is a bool to wether he does it after he is hurt chance does not matter here
projectile delay // this is the delay between npcs shots
projectile count min // this is the min number of npcs the boss shoots
projectile count max // this is the max number of npcs the boss shoots
difficulty // this is the dificulty of the boss like how fast his reaction time is
nearest ground // this is a bool to wether or not the boss lands, drops, or flies to find nearst ground
// (this would be usefull if you have moving platforms or pits in the boss room)
npc-[201] (smb3 boom boom)
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boss ai1 // this is the ai settings for the first part of the boss's life
boss ai2 // this is the ai settings for the second part of the boss's life
boss ai3 // this is the ai settings for the third part of the boss's life
// ai editor for boom boom
jump type // this is the type of jump the ai it uses
// (normal x1, normal x2, normal x3, long x1, long x2, high), ..
// (fly + dive, fly + drop, fly + to mario)
jump chance // this is the chance it will jump
jump on hurt // this is a bool to wether he does it after he is hurt chance does not matter here
jump quake magnitude // this is the magnitude for the screen shake when it lands
jump quake time // this is the time the jump quake lasts
move type // this is the type of movement the ai uses
// (normal, fast, slow+fast, goomba)
move chance // this is the chance it will move
move on hurt // this is a bool to wether he does it after he is hurt chance does not matter here
move quake magnitude // this is the magnitude for the screen shake when it hit the wall
move quake time // this is the time the move quake lasts
difficulty // this is the dificulty of the boss like how fast his reaction time is
nearest ground // this is a bool to wether or not the boss lands, drops, or flies to find nearst ground
// (this would be usefull if you have moving platforms or pits in the boss room)
npc-[86] (smb3 bowser)
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boss ai1 // this is the ai settings for the first part of the boss's life
boss ai2 // this is the ai settings for the second part of the boss's life
boss ai3 // this is the ai settings for the third part of the boss's life
// ai editor for bowser
groundpound type // this is the type of goundpound the ai it uses
// (once, multipule)
groundpound chance // this is the chance it will ground pound
groundpound on hurt // this is a bool to wether he does it after he is hurt chance does not matter here
groundpound quake magnitude // this is the magnitude for the screen shake when the shellslide hits a wall
groundpound quake time // this is the time the shellslide quake lasts
shell type // this is the type of shell the ai it uses
// (slide, slide + bounce, bounce 1x, bounce 2x, bounce 3x)
shell chance // this is the chance it will ground pound
shell on hurt // this is a bool to wether he does it after he is hurt chance does not matter here
shell quake magnitude // this is the magnitude for the screen shake when the shellslide hits a wall or ..
// the shellbounce hits the ground
shell quake time // this is the time the shellslide quake lasts
fireball type // this is the type of fireball the ai it uses
// (smb1, smb3, smbx)
// (smb3 ones are fireballs that go diagnally and try to line up with the player)
fireball chance // this is the chance it will spit a fireball
fireball on hurt // this is a bool to wether he does it after he is hurt chance does not matter here
fireball delay // this is the delay between fireball shots
fireball count min // this is the min number of fireballs the boss shoots
fireball count max // this is the max number of fireballs the boss shoots
difficulty // this is the dificulty of the boss like how fast his reaction time is
nearest ground // this is a bool to wether or not the boss lands, drops, or flies to find nearst ground
// (this would be usefull if you have moving platforms or pits in the boss room)
npc-[201] (smb3 larry)
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boss ai1 // this is the ai settings for the first part of the boss's life
boss ai2 // this is the ai settings for the second part of the boss's life
boss ai3 // this is the ai settings for the third part of the boss's life
// ai editor for koopa kids
jump type // this is the type of jump the ai it uses
// (normal x1, normal x2, normal x3, long x1, long x2, high), ..
// (nearest ground in front of mario (or nearest ground))
jump chance // this is the chance it will jump
jump on hurt // this is a bool to wether he does it after he is hurt chance does not matter here
jump quake magnitude // this is the magnitude for the screen shake when it lands
jump quake time // this is the time the jump quake lasts
shell type // this is the type of shell the ai it uses
// (slide, slide + bounce, bounce 1x, bounce 2x, bounce 3x)
shell chance // this is the chance it will ground pound
shell on hurt // this is a bool to whether it only gound pounds after it is hurt
shell quake magnitude // this is the magnitude for the screen shake when the shellslide hits a wall or ..
// the shellbounce hits the ground
shell quake time // this is the time the shellslide quake lasts
wand type // this is the type of wand the ai it uses
// (single magic, seprete magic, magikoopa magic, ball with bounce, ring)
wand chance // this is the chance it will spit a fireball
wand on hurt // this is a bool to wether he does it after he is hurt chance does not matter here
wand delay // this is the delay between fireball shots
wand count min // this is the min number of fireballs the boss shoots
wand count max // this is the max number of fireballs the boss shoots
difficulty // this is the dificulty of the boss like how fast his reaction time is
nearest ground // this is a bool to wether or not the boss lands, drops, or flies to find nearst ground
// (this would be usefull if you have moving platforms or pits in the boss room)
npc-[201] (smw ludwig)
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boss ai1 // this is the ai settings for the first part of the boss's life
boss ai2 // this is the ai settings for the second part of the boss's life
boss ai3 // this is the ai settings for the third part of the boss's life
// ai editor for ludwig
jump type // this is the type of jump the ai it uses
// (normal x1, normal x2, normal x3, long x1, long x2, high), ..
// (nearest ground in front of mario (or nearest ground))
jump chance // this is the chance it will jump
jump on hurt // this is a bool to wether he does it after he is hurt chance does not matter here
jump on shell exit // this is a bool to whether he jumps out of his shell chance does matter here
jump quake magnitude // this is the magnitude for the screen shake when it lands
jump quake time // this is the time the jump quake lasts
shell type // this is the type of shell the ai it uses
// (slide, slide + bounce, bounce 1x, bounce 2x, bounce 3x)
shell chance // this is the chance it will ground pound
shell on hurt // this is a bool to whether it only gound pounds after it is hurt
shell quake magnitude // this is the magnitude for the screen shake when the shellslide hits a wall or ..
// the shellbounce hits the ground
shell quake time // this is the time the shellslide quake lasts
fireball type // this is the type of fireball the ai it uses
// (smw, smbx)
// (smw once just wait inside his mouth for a while)
fireball chance // this is the chance it will spit a fireball
fireball on hurt // this is a bool to wether he does it after he is hurt chance does not matter here
fireball delay // this is the delay between fireball shots
fireball count min // this is the min number of fireballs the boss shoots
fireball count max // this is the max number of fireballs the boss shoots
difficulty // this is the dificulty of the boss like how fast his reaction time is
nearest ground // this is a bool to wether or not the boss lands, drops, or flies to find nearst ground
// (this would be usefull if you have moving platforms or pits in the boss room)


Even though room design was almost the same as in SMB2, here is why it took me 45 lives to beat it.