Arch Mage Yozanni Script

Problem with pathing,spawns etc - post here
Jeido
Posts: 1265

Arch Mage Yozanni Script

Post#1 » Wed Nov 25, 2009 2:46 am

This script is still buggy. Before only one of the protectors would spawn on top of the AM at a certain %, which was 0% (a little late I think!). Now both the 50% one and the 0% one spawn where the AM initially spawns rather than where he is being fought. This makes it so you never even need to worry about them, which is no fun because according to Alla clone they kick some serious ass! I did fight one though, and even tho it hits hard I think it needs more ATK/Accuracy. It might not hurt to raise the minimum hit to about 1.5k or even 2k either.

Also, the diviner's of fire that spawn are a little wacky as well. When they pop, they sit there doing nothing for about 5 seconds. Even if you hit them, they don't aggro right away. This 5 second window to grab aggro trivializes the encounter a bit.
Jeido, Founder of Evolution

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Tyler
Posts: 4365

Re: Arch Mage Yozanni Script

Post#2 » Wed Nov 25, 2009 11:02 am

Diviners of fire are casters and probably self buff first. Will check that.
Item Change -> Reload needed
Spell Change -> Reload AND new Spellfile needed

Koeril
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Re: Arch Mage Yozanni Script

Post#3 » Wed Nov 25, 2009 1:18 pm

I asked if I could change the protectors, but Lillu said no :p
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Jerant the Loremaster - Cleric
Hans Poisondirk - Rogue
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Lillu
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Re: Arch Mage Yozanni Script

Post#4 » Wed Nov 25, 2009 1:29 pm

Protectors are tuned a bit, they'll also spawn now near AM.. have fun :p

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Tyler
Posts: 4365

Re: Arch Mage Yozanni Script

Post#5 » Wed Nov 25, 2009 1:49 pm

Diviners are warriors now and will attack straight away.
Item Change -> Reload needed
Spell Change -> Reload AND new Spellfile needed

Jeido
Posts: 1265

Re: Arch Mage Yozanni Script

Post#6 » Wed Nov 25, 2009 3:17 pm

Nice, should be even better now! Thanks for fixing it so fast.
Jeido, Founder of Evolution

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