The live boss script's rain of fire takes every target of the first ROF target group and ROFImpactCnt (2) different
random targets of each other group. The server took one per group, so the rain was sparser than live. The impacts are
now picked like the live script (without repeats inside a group).
Check in game: AG Spider Queen stage 3; the rain of fire lands on the centre ring and on two spots in each outer ring.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The live boss script tracks which arena zone volume (Zone1Vol..Zone8Vol, TeleVol for the default Zone3Vol) each
player last entered, and its rapid fire picks a random player, takes the three RFS target groups around that zone,
sorts each by the targets' CWOrder (CWOrder2 when the sweep crosses between zones 8 and 1), clockwise or
counter-clockwise at random, drops the first and last target of the middle group (shared with its neighbours),
turns with skill 1480 at the fourth target and fires 1394 at every target in turn, playing attack-shoot-right or
attack-shoot-left. The server shot a single random target with the single-shot animation, and the AG property zone
never subscribed the boss to the zone volumes. The zone now registers the volumes (retrying until they are spawned)
and the boss builds the sweep like the live script.
Check in game: AG Spider Queen stage 2; the rapid fire is an arc of many shots sweeping across the arena near the
player, left or right, and follows the player to other parts of the arena; after teleporting it starts from the
default side.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Every hit started both the rapid fire shooter and the rain of fire timers, from stage 1 on, so the two specials
ran in every stage and on top of each other, each turning the boss's AI off and on again under the other's
animations. They also wrote the "stoppedFlag" that the no-players-around attack stop uses, which could leave her
stopped for good. As the live script: after she comes back down, a skill manager fires the rapid fire shooter in
stage 2 and the rain of fire in stage 3 only, again 10 to 15 s after each ends; for 3.1 s after her melee smash
(skill 322) a due special waits and fires when the smash ends. The rain of fire keeps her from attacking until
its last impact.
Check in game: Spider Queen fight: no specials before the first spiderling wave; stage 2 only rapid fire, stage 3
only rain of fire; she never freezes in the smash animation and keeps attacking after each special.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The zone script never handed the boss her landing target and scream emitter: ZoneAgProperty::ProcessGroupObjects
was empty and nothing answered the boss client script's "QueryZoneScript" event. As the live scripts: the boss asks
the zone ("RetrieveZoneData"), the zone stores the first object of Land_Target and Spider_Scream on her as
LandingTarget and ScreamEmitter (looking again every 0.3 s until they are spawned), and each spiderling death sends
NotifyClientObject "EmitScream" with the emitter, which the boss's client script plays as the scream. The landing
skill and camera shake now come from the landing target, not the boss.
Check in game: AG Spider Queen (property or instance): kill a spiderling: the scream plays from the mountain; when
she comes back down, the landing blast hits around the landing spot and the camera shakes.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>