Shin's Walk Through The Hidden Forest

Problem with pathing,spawns etc - post here
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Tyler
Posts: 4365

Re: Shin's Walk Through The Hidden Forest

Post#71 » Thu Sep 10, 2009 10:22 am

AE Rampge is bugged. If you mark a mob as rampage, it automatically AE rampages. We were told that it would be fixed rather soonish with the next rev, so i didn't go through all encounters and update them.

Maybe Striat can deploy an easy fix. Otherwise, we would have to retune the encounters.

Im moving this topic to the Error and Feedback section.

Edit: beside you're right of course. Our encounters lack diversity. Will keep this in mind!
Item Change -> Reload needed
Spell Change -> Reload AND new Spellfile needed

User avatar
Shin Noir
Posts: 380

Re: Shin's Walk Through The Hidden Forest

Post#72 » Thu Sep 10, 2009 11:54 am

There are so many ways you can make mobs fun.
but it is good to hear it was not part of the original plan to just make every mob AE ramp stuff.

I bet if AE ramp got fixed and you went through and modified dragon AoE's to have a more difficult resist check (we talked about this minorly on another thread) , you could replace the difficulty to a new challenge of various resists!

Or or. A mob that memblurs itself at various moments during the fight and stuns itself for X seconds, so DPS has to turn off attack and tank re-aquire hate etc. :D
Be like musical chairs.. dps dps dps.. STOP! ok get aggro.. keep alive.. return dps. :D


I also think Yelinak should drop Soul Defiler (link:
http://thehiddenforest.dyndns.org/item.php?id=29328) again. It just doesn't feel like Yelinak when the HUUUUGE hitbox of Yelinak isn't getting shrunk to a human skeleton at various moments and watching the raid have to run up close to smack it. Then readjust when the buff faded. Hahaha. XD

I can hear it now. The guild leader yelling in guild chat, 'WHO IS USING BONE MELT? STOP IT THIS MOMENT!' and half the guild cracking up.
ImageImage

User avatar
Shin Noir
Posts: 380

Re: Shin's Walk Through The Hidden Forest

Post#73 » Sun Sep 13, 2009 6:29 pm

This is a suggestion I thought of due to the number of non-custom zones being closed out for renovation. As you know, PoP, GoD, OoW, are essentially not being used due to the level of the mobs vs. their damage/hp/stats are too low and extremely trivial for the custom geared players of this server. (at least, that is my understanding?)

It seems that there is a pretty consistent formula being used to determine difficulty of monsters throughout the custom content. If this template can be isolated to a generic, "default" system, you may consider doing a series of SQL queries where,

(This all could be done with 1 PHP script)
you select a non-customized zone and query every mob that spawns there. Do some condition checks, such as, if the mob is level 70 and has less than 30k hp, update all it's stats to 30k hp, 800-1k dmg, quad, all these flags, ETC ETC and turn it into a "generic" revamped lvl 70 mob. If it has more than 30k hp, you can give it stats of a +3 levels mob (but retain it's high amount of HP) as it's likely a boss anyways. The loot is going to suck, but it's not like people grinding in valor for the awesome loots. You can consider re-itemizing them with a generic universal loot table too once they are revamped stat wise, as a possibility.

This is just to allow you reopen these zones and give people more open choices to places to grind. Obviously, the fine tuned custom zones that are listed on the special fairies are going to be preferred as they drop the better loot. But, it doesn't limit players to access zones that haven't been revamped yet, they can kill wherever they want and face the minimum generic template at least anywhere.

Eventually, when you decide to revamp a zone, you can take it down like you did PoFire and make it itemized and tweaked to your likings.

It may all sound complex, but you figure compiling a script like this, and running a script would open up a TON of zones, and once you do 1 zone and find it working well, the rest would be clockwork, could probably take 5-10 minutes per zone to add this generic template (reviewing after the DB tweak is implemented, ensuring loots are good etc)
, and zones that never will be access for months and months because it will be pending until other prioritized zones are done can be opened and available for people to enjoy the scenery at. :)
ImageImage

User avatar
Tyler
Posts: 4365

Re: Shin's Walk Through The Hidden Forest

Post#74 » Sun Sep 13, 2009 8:00 pm

Yea should be doable. If Striat has time etc we can work something out.
Item Change -> Reload needed
Spell Change -> Reload AND new Spellfile needed

User avatar
TheBloodmoon
Posts: 391

Re: Shin's Walk Through The Hidden Forest

Post#75 » Mon Sep 14, 2009 12:40 am

Fantastic idea! I loved OOW zones, too btw. Would be killer to see these opened up in similar fashion with proper scaling like shin mentioned. In fact, OOW has some of the best designed zones pre-SOF in my opinion, and would be great to see used as part of future custom content, as well as opened for use as exp grinding.
Founder of <Progeny>
The Bloodmoon Clan

User avatar
Kiowa
Posts: 131

Re: Shin's Walk Through The Hidden Forest

Post#76 » Mon Sep 14, 2009 3:49 am


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Lillu
Posts: 11301
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Re: Shin's Walk Through The Hidden Forest

Post#77 » Mon Sep 14, 2009 9:09 am

Once again, my head is full with amazing ideas, new zone concepts, customized Ldon system and all.. we just need to find the time for that.

Good idea though Shin, we'll look into it. I hope Striat show up soon.. :P

User avatar
Shin Noir
Posts: 380

Re: Shin's Walk Through The Hidden Forest

Post#78 » Tue Sep 15, 2009 4:03 am

@ My "mass change old world zone mob" suggestion, I wrote this code: (NOTE: I did this in like an hour? and is likely buggy and I don't think the changes even work yet, but a rough draft)

Code: Select all

<?php
echo "Loading variables... ";

$dbhost="localhost";
$dbname="peq";
$dbuser="root";
$dbpasswd="apasswordhere";
$curzone = 'powater'; //Change this to the shortname of the zone you want to modify. You can visit http://www.eqemulator.net/wiki/wikka.php?wakka=ZoneIDList for a short name list.
$minlevel = 65; //This is the min level of mobs in the zone to search for/change
$maxlevel = 70; //This is the max level of mobs in the zone to search for/change
//These are default values for attributes not specified below per level.
$mob[0]['hp'] = 30000;
$mob[0]['mindmg'] = 500;
$mob[0]['maxdmg'] = 800;
$mob[0]['flags'] = 'SERMCNIDf';
$mob[0]['accuracy'] = 0;
$mob[0]['attackspeed'] = -22;
//level 65 mob stats, based on Councilor Icelok http://thehiddenforest.dyndns.org/npc.php?id=129038
$tmp = 65;
$mob[$tmp]['hp'] = 25000;
$mob[$tmp]['mindmg'] = 400;
$mob[$tmp]['maxdmg'] = 800;
//level 66 mob stats, based on Councilor Deynekn http://thehiddenforest.dyndns.org/npc.php?id=129036
$tmp = 66;
$mob[$tmp]['hp'] = 30000;
$mob[$tmp]['mindmg'] = 500;
$mob[$tmp]['maxdmg'] = 1000;
$mob[$tmp]['flags'] = 'SERMCNIDf';
//level 67 mob stats, based on Councilor Darakor http://thehiddenforest.dyndns.org/npc.php?id=129043
$tmp = 67;
$mob[$tmp]['hp'] = 35000;
$mob[$tmp]['mindmg'] = 600;
$mob[$tmp]['maxdmg'] = 1100;
$mob[$tmp]['flags'] = 'SERMCNIDf';
//level 68 mob stats, using the formula above to base it.
$tmp = 68;
$mob[$tmp]['hp'] = 40000;
$mob[$tmp]['mindmg'] = 700;
$mob[$tmp]['maxdmg'] = 1300;
$mob[$tmp]['flags'] = 'SERMCNIDf';
//level 69 mob stats
$tmp = 69;
$mob[$tmp]['hp'] = 45000;
$mob[$tmp]['mindmg'] = 800;
$mob[$tmp]['maxdmg'] = 1400;
$mob[$tmp]['flags'] = 'SERMCNIDf';
//level 70 mob stats, using elite temple guard http://thehiddenforest.dyndns.org/npc.php?id=162026
$tmp = 70;
$mob[$tmp]['hp'] = 50000;
$mob[$tmp]['mindmg'] = 800;
$mob[$tmp]['maxdmg'] = 1500;
$mob[$tmp]['flags'] = 'SERMCNIDf';
//level 71 mob stats
$tmp = 71;
$mob[$tmp]['hp'] = 52000;
$mob[$tmp]['mindmg'] = 900;
$mob[$tmp]['maxdmg'] = 1600;
$mob[$tmp]['flags'] = 'SERMCNIDf';
//level 72 mob stats, using guardian of zek template
$tmp = 72;
$mob[$tmp]['hp'] = 54000;
$mob[$tmp]['mindmg'] = 800;
$mob[$tmp]['maxdmg'] = 1400;
$mob[$tmp]['flags'] = 'SERMCNIDf';
//level 73 mob stats, using imperial guard http://thehiddenforest.dyndns.org/npc.php?id=162002
$tmp = 73;
$mob[$tmp]['hp'] = 56000;
$mob[$tmp]['mindmg'] = 800;
$mob[$tmp]['maxdmg'] = 1400;
$mob[$tmp]['flags'] = 'SERMCNIDf';
//level 74 mob stats, using guardian of zek template
$tmp = 74;
$mob[$tmp]['hp'] = 58000;
$mob[$tmp]['mindmg'] = 800;
$mob[$tmp]['maxdmg'] = 1400;
$mob[$tmp]['flags'] = 'SERMCNIDf';
//level 75 mob stats, using guardian of zek template
$tmp = 75;
$mob[$tmp]['hp'] = 60000;
$mob[$tmp]['mindmg'] = 800;
$mob[$tmp]['maxdmg'] = 1400;
$mattackspeed[$tmp] = 1400;
$maccuracy[$tmp] = 1400;
$mob[$tmp]['flags'] = 'SERMCNIDf';
echo "<font color='green'>OK!</font><br>\n";

//*SHOULDN'T NEED TO CHANGE ANYTHING BELOW THIS LINE!*

$confirm = 0; //this is a var that gets set to 1 if you click link on bottom of report generated.
if (isset($_GET['confirm']) && $_GET['confirm']==1) $confirm = 1;

echo "Database connect... ";
mysql_connect($dbhost,$dbuser,$dbpasswd);
@mysql_select_db($dbname) or die( "Unable to select database.");
echo "<font color='green'>OK!</font><br>\n";

echo "Checking if zone '$curzone' exists.. ";
    $query = "SELECT * FROM `zone` WHERE `short_name`='$curzone';";
    $result=mysql_query($query);
    if (!$result) die("No, it does not exist (".mysql_error().")");
echo "<font color='green'>OK!</font><br>\n";

echo "Generating report...<br>\n";
    for ($curlevel = $minlevel; $curlevel <= $maxlevel; $curlevel++)
    {
        //Clean up non-set variable defaults for current level.
        if (!isset($mob[$curlevel]['hp'])) $mob[$curlevel]['hp'] = $mhp[0];
        if (!isset($mob[$curlevel]['mindmg'])) $mob[$curlevel]['mindmg'] = $mob[0]['mindmg'];
        if (!isset($mob[$curlevel]['maxdmg'])) $mob[$curlevel]['maxdmg'] = $mob[0]['maxdmg'];
        if (!isset($mob[$curlevel]['attackspeed'])) $mob[$curlevel]['attackspeed'] = $mob[0]['attackspeed'];
        if (!isset($mob[$curlevel]['accuracy'])) $mob[$curlevel]['accuracy'] = $mob[0]['accuracy'];
        if (!isset($mob[$curlevel]['flags'])) $mob[$curlevel]['flags'] = $mob[0]['flags'];
        //Clean up non-set variables for boss flag (+3 levels)
        if (!isset($mob[($curlevel+3)]['hp'])) $mob[($curlevel+3)]['hp'] = $mhp[0];
        if (!isset($mob[($curlevel+3)]['mindmg'])) $mob[($curlevel+3)]['mindmg'] = $mob[0]['mindmg'];
        if (!isset($mob[($curlevel+3)]['maxdmg'])) $mob[($curlevel+3)]['maxdmg'] = $mob[0]['maxdmg'];
        if (!isset($mob[($curlevel+3)]['attackspeed'])) $mob[($curlevel+3)]['attackspeed'] = $mob[0]['attackspeed'];
        if (!isset($mob[($curlevel+3)]['accuracy'])) $mob[($curlevel+3)]['accuracy'] = $mob[0]['accuracy'];
        if (!isset($mob[($curlevel+3)]['flags'])) $mob[($curlevel+3)]['flags'] = $mob[0]['flags'];
       
        //Do a query on current monsters of zone of X level.
        $query = "SELECT DISTINCT n.id, n.name, n.level, n.merchant_id, n.hp, n.mindmg, n.maxdmg, n.npcspecialattks, n.aggroradius, n.accuracy, n.attack_speed
                FROM npc_types n
                INNER JOIN spawnentry se on n.id = se.npcID
                INNER JOIN spawn2 s on se.spawngroupID = s.spawngroupID
                WHERE s.zone = '$curzone' AND n.level = $curlevel;"; // AND n.hp < ({$mob[$curlevel]['hp']}+1);";
        $result=mysql_query($query);
        if (!$result) die("Error on NPC Select Query (".mysql_error().")");
        if (mysql_num_rows($result)==0) echo "There are no level $curlevel spawned mobs in $curzone.<br>\n";
        else //at least 1 result
        {
            while ($row = mysql_fetch_array($result, MYSQL_ASSOC))
            { //Go through each result
                if ($row['hp'] < $mob[$curlevel]['hp'])
                { //If mob has less HP than
                    $tmplevel = $curlevel;
                    $newhp = $mob[$tmplevel]['hp']; //Set new HP to the HP of template, it's greater than mob's HP.
                }
                else
                { //Mob has more HP than our template.. Likely boss? Use 3+ levels.
                    echo "(BOSS?) ";
                    $tmplevel = $curlevel+3; //Use +3 level template for comparisons.
                    if ($row['hp'] < $mob[$tmplevel]['hp']) $newhp = $mob[$tmplevel]['hp']; //If template level + 3 has more HP, set it to that.
                    else $newhp = $row['hp']; //Otherwise, keep the mob's HP.
                }
                //Now go through, if our template has greater values, use that data, otherwise keep original mob data.
                if ($row['mindmg'] > $mob[$tmplevel]['mindmg']) $newmindmg = $row['mindmg'];
                else $newmindmg = $mob[$tmplevel]['mindmg'];
                if ($row['maxdmg'] > $mob[$tmplevel]['maxdmg']) $newmaxdmg = $row['maxdmg'];
                else $newmaxdmg = $mob[$tmplevel]['maxdmg'];
                if ($row['accuracy'] > $mob[$tmplevel]['accuracy']) $newaccuracy = $row['accuracy'];
                else $newaccuracy = $mob[$tmplevel]['accuracy'];
                if ($row['attack_speed'] > $mob[$tmplevel]['attackspeed']) $newattackspeed = $row['attack_speed'];
                else $newattackspeed = $mob[$tmplevel]['attackspeed'];
               
                echo "Level {$row['level']} {$row['name']} ({$row['id']}) will be changed, HP: {$row['hp']} -> $newhp, MinDMG: {$row['mindmg']} -> $newmindmg, MaxDMG: {$row['maxdmg']} -> $newmaxdmg, Accuracy: {$row['accuracy']} -> $newaccuracy, Attack Speed: {$row['attack_speed']} -> $newattackspeed <br>\n";
                if ($confirm)
                { // Do the changes!
                    $query = "UPDATE `npc_types` SET hp = '$newhp', mindmg = '$newmindmg', maxdmg = '$newmaxdmg', accuracy = '$newaccuracy', attackspeed = '$newattackspeed' WHERE id = '{$row['id']}';";
                    $result=mysql_query($query);
                    if (!$result) echo ("Error on NPC UPDATE Query ($query), Error: ".mysql_error()."");
                }
            } //end while $row
        } //end else numresults
    } //end curlevel loop
echo "<font color='red'>Review the above modifications and click <a href='./zoneconvert.php?confirm=1'>DO THE CHANGES</a> to have them apply.</font><br>\n";


It spits out something like this:
Loading variables... OK!
Database connect... OK!
Checking if zone 'powater' exists.. OK!
Generating report...
Level 65 a_great_white_shark (216000) will be changed, HP: 15248 -> 25000, MinDMG: 345 -> 400, MaxDMG: 654 -> 800, Accuracy: 0 -> 0, Attack Speed: -24 -> -22
Level 65 a_large_hammerhead_shark (216031) will be changed, HP: 17528 -> 25000, MinDMG: 345 -> 400, MaxDMG: 654 -> 800, Accuracy: 0 -> 0, Attack Speed: -24 -> -22
Level 65 a_triloun_gatherer (216001) will be changed, HP: 19808 -> 25000, MinDMG: 345 -> 400, MaxDMG: 654 -> 800, Accuracy: 0 -> 0, Attack Speed: -24 -> -22
Level 65 a_triloun_keeper (216012) will be changed, HP: 19808 -> 25000, MinDMG: 345 -> 400, MaxDMG: 654 -> 800, Accuracy: 0 -> 0, Attack Speed: -24 -> -22
Level 65 a_triloun_diviner (216017) will be changed, HP: 19808 -> 25000, MinDMG: 345 -> 400, MaxDMG: 654 -> 800, Accuracy: 0 -> 0, Attack Speed: -24 -> -22
Level 65 a_greater_swordfish (216013) will be changed, HP: 18668 -> 25000, MinDMG: 345 -> 400, MaxDMG: 654 -> 800, Accuracy: 0 -> 0, Attack Speed: -24 -> -22
Level 65 a_greater_barracuda (216018) will be changed, HP: 17528 -> 25000, MinDMG: 345 -> 400, MaxDMG: 654 -> 800, Accuracy: 0 -> 0, Attack Speed: -24 -> -22
Level 65 a_greater_pirahna (216025) will be changed, HP: 16388 -> 25000, MinDMG: 345 -> 400, MaxDMG: 654 -> 800, Accuracy: 0 -> 0, Attack Speed: -24 -> -22
Level 65 a_greater_sea_turtle (216026) will be changed, HP: 17528 -> 25000, MinDMG: 345 -> 400, MaxDMG: 654 -> 800, Accuracy: 0 -> 0, Attack Speed: -24 -> -22
Level 65 a_greater_frog (216032) will be changed, HP: 17528 -> 25000, MinDMG: 345 -> 400, MaxDMG: 654 -> 800, Accuracy: 0 -> 0, Attack Speed: -24 -> -22
Level 65 a_triloun_champion (216002) will be changed, HP: 19808 -> 25000, MinDMG: 345 -> 400, MaxDMG: 654 -> 800, Accuracy: 0 -> 0, Attack Speed: -24 -> -22
Level 66 a_deepwater_kraken (216023) will be changed, HP: 16548 -> 30000, MinDMG: 345 -> 500, MaxDMG: 654 -> 1000, Accuracy: 0 -> 0, Attack Speed: -22 -> -22
Level 66 an_anglerfish (216024) will be changed, HP: 18828 -> 30000, MinDMG: 345 -> 500, MaxDMG: 654 -> 1000, Accuracy: 0 -> 0, Attack Speed: -22 -> -22
Level 67 a_greater_deepwater_kraken (216003) will be changed, HP: 18991 -> 35000, MinDMG: 450 -> 600, MaxDMG: 1103 -> 1103, Accuracy: 0 -> 0, Attack Speed: -22 -> -22
Level 67 a_greater_anglerfish (216011) will be changed, HP: 17851 -> 35000, MinDMG: 450 -> 600, MaxDMG: 1103 -> 1103, Accuracy: 0 -> 0, Attack Speed: -22 -> -22
Level 67 a_regrua_guardian (216005) will be changed, HP: 30391 -> 35000, MinDMG: 450 -> 600, MaxDMG: 1103 -> 1103, Accuracy: 0 -> 0, Attack Speed: -22 -> -22
Level 68 a_hraquis_mystic (216007) will be changed, HP: 27137 -> 40000, MinDMG: 450 -> 700, MaxDMG: 1103 -> 1300, Accuracy: 0 -> 0, Attack Speed: -22 -> -22
Level 68 a_hraquis_hunter (216008) will be changed, HP: 24857 -> 40000, MinDMG: 450 -> 700, MaxDMG: 1103 -> 1300, Accuracy: 0 -> 0, Attack Speed: -22 -> -22
Level 68 a_hraquis_magus (216009) will be changed, HP: 25997 -> 40000, MinDMG: 450 -> 700, MaxDMG: 1103 -> 1300, Accuracy: 0 -> 0, Attack Speed: -22 -> -22
Level 68 a_hraquis_scout (216010) will be changed, HP: 24857 -> 40000, MinDMG: 450 -> 700, MaxDMG: 1103 -> 1300, Accuracy: 0 -> 0, Attack Speed: -22 -> -22
Level 68 a_hraquis_faith_warden (216022) will be changed, HP: 30557 -> 40000, MinDMG: 450 -> 700, MaxDMG: 1103 -> 1300, Accuracy: 0 -> 0, Attack Speed: -22 -> -22
Level 68 a_regrua_sentry (216004) will be changed, HP: 30557 -> 40000, MinDMG: 450 -> 700, MaxDMG: 1103 -> 1300, Accuracy: 0 -> 0, Attack Speed: -22 -> -22
Level 68 a_regrua_defender (216006) will be changed, HP: 30557 -> 40000, MinDMG: 450 -> 700, MaxDMG: 1103 -> 1300, Accuracy: 0 -> 0, Attack Speed: -22 -> -22
(BOSS?) Level 68 Frenzied_Anglerfish (216092) will be changed, HP: 52190 -> 52190, MinDMG: 450 -> 900, MaxDMG: 1103 -> 1600, Accuracy: 0 -> 0, Attack Speed: -24 -> -22
(BOSS?) Level 68 Gigadon (216037) will be changed, HP: 53357 -> 53357, MinDMG: 450 -> 900, MaxDMG: 1103 -> 1600, Accuracy: 0 -> 0, Attack Speed: -22 -> -22
(BOSS?) Level 68 Razorfin (216056) will be changed, HP: 64410 -> 64410, MinDMG: 450 -> 900, MaxDMG: 1103 -> 1600, Accuracy: 0 -> 0, Attack Speed: -22 -> -22
(BOSS?) Level 68 Hammertooth (216095) will be changed, HP: 55774 -> 55774, MinDMG: 450 -> 900, MaxDMG: 1103 -> 1600, Accuracy: 0 -> 0, Attack Speed: -22 -> -22
(BOSS?) Level 68 An_Enormous_Frog (216093) will be changed, HP: 66034 -> 66034, MinDMG: 450 -> 900, MaxDMG: 1103 -> 1600, Accuracy: 0 -> 0, Attack Speed: -22 -> -22
(BOSS?) Level 68 Monstrous_Sea_Turtle (216038) will be changed, HP: 65897 -> 65897, MinDMG: 450 -> 900, MaxDMG: 1103 -> 1600, Accuracy: 0 -> 0, Attack Speed: -22 -> -22
Level 68 Ferocious_Barracuda (216091) will be changed, HP: 38975 -> 40000, MinDMG: 450 -> 700, MaxDMG: 1103 -> 1300, Accuracy: 0 -> 0, Attack Speed: -24 -> -22
(BOSS?) Level 68 Swordfang (216050) will be changed, HP: 70457 -> 70457, MinDMG: 450 -> 900, MaxDMG: 1103 -> 1600, Accuracy: 0 -> 0, Attack Speed: -22 -> -22
(BOSS?) Level 68 Triloun_Egg_Keeper (216051) will be changed, HP: 64757 -> 64757, MinDMG: 450 -> 900, MaxDMG: 1103 -> 1600, Accuracy: 0 -> 0, Attack Speed: -22 -> -22
(BOSS?) Level 68 Regrua_Protector (216097) will be changed, HP: 96845 -> 96845, MinDMG: 450 -> 900, MaxDMG: 1103 -> 1600, Accuracy: 0 -> 0, Attack Speed: -24 -> -22
There are no level 69 spawned mobs in powater.
(BOSS?) Level 70 an_ancient_regrua_sentinel (216021) will be changed, HP: 100000 -> 100000, MinDMG: 689 -> 800, MaxDMG: 2000 -> 2000, Accuracy: 0 -> 0, Attack Speed: -25 -> -22
(BOSS?) Level 70 #Guardian_of_Coirnav (216049) will be changed, HP: 92000 -> 92000, MinDMG: 734 -> 800, MaxDMG: 1402 -> 1402, Accuracy: 0 -> 0, Attack Speed: -25 -> -22
(BOSS?) Level 70 Hraquis_Chieftain (216045) will be changed, HP: 77064 -> 77064, MinDMG: 494 -> 800, MaxDMG: 1059 -> 1400, Accuracy: 0 -> 0, Attack Speed: -25 -> -22
(BOSS?) Level 70 Hraquis_Arch_Magus (216096) will be changed, HP: 74315 -> 74315, MinDMG: 655 -> 800, MaxDMG: 1249 -> 1400, Accuracy: 0 -> 0, Attack Speed: -22 -> -22
(BOSS?) Level 70 Savage_Deepwater_Kraken (216054) will be changed, HP: 65664 -> 65664, MinDMG: 574 -> 800, MaxDMG: 1095 -> 1400, Accuracy: 0 -> 0, Attack Speed: -25 -> -22
(BOSS?) Level 70 Triloun_Warder (216098) will be changed, HP: 96816 -> 96816, MinDMG: 781 -> 800, MaxDMG: 1204 -> 1400, Accuracy: 0 -> 0, Attack Speed: -24 -> -22
Level 70 Furious_Deepwater_Kraken (216075) will be changed, HP: 47880 -> 50000, MinDMG: 457 -> 800, MaxDMG: 892 -> 1500, Accuracy: 0 -> 0, Attack Speed: -25 -> -22
(BOSS?) Level 70 Regrua_Overlord (216053) will be changed, HP: 122664 -> 122664, MinDMG: 836 -> 836, MaxDMG: 1356 -> 1400, Accuracy: 0 -> 0, Attack Speed: -25 -> -22
Review the above modifications and click DO THE CHANGES to have them apply.

It shows a "before -> after" of what's being modified, and does a basic check to see if the mob is potentially a boss, and increasing stats to +3 the level of the mob in that case of the template (while retaining the original level).

I can add to it to modify more stats as you want, or check for more conditions to determine to change a value or not, but considering how much it streamlines tweaking previous mobs I think it's pretty handy for at least getting them reopened for grinding.
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User avatar
Shin Noir
Posts: 380

Re: Shin's Walk Through The Hidden Forest

Post#79 » Tue Sep 15, 2009 4:27 am

I wanted to also emphasize the importance of this as some monsters (e.g.: http://thehiddenforest.dyndns.org/npc.php?id=159161 Legionnaire Elari @ lvl 49 has 2891hp, and hits for 39 to 147 while http://thehiddenforest.dyndns.org/npc.php?id=66154 a guk knight @ lvl 49 has 6500 hp, 45 to 171 and "quad attack" flag) are hugely different when compared to old world zones.

Running a script like the above makes every zone at least not have issues of mobs having less than half HP. :)
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User avatar
Shin Noir
Posts: 380

Re: Shin's Walk Through The Hidden Forest

Post#80 » Tue Sep 15, 2009 8:08 am

Also, since the latest News showed you guys were having issues with Adventure System, I wrote a walk through in the EQEMU wiki to making your own custom junk.

http://www.eqemulator.net/wiki/wikka.ph ... stemSample

It's a bit blah to look at but I wrote it fast and I think it covers about everything you'd need to know. I guess I can cover custom merchants too if you guys don't know.
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