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[[File:Edit_NPC_-_Combat.png]]
[[File:Edit_NPC_-_Combat.png]]


* '''Min, Max Dmg:''' The minimum and maximum melee damage that the NPC will hit for.
* '''HP/MP Regen:''' This is the in-combat and out-of-combat health and mana regen per tick (6 seconds) that the NPC will regenerate for.
* '''Aggro Radius:''' This is the distance at which the NPC will attack faction appropriate targets.  Note that this is the same unit that is displayed in ShowEQ and can easily be determined using that program when recreating Sony's content.  Also note that this value is virtually always a multiple of 5 on Sony's servers.
* '''Assist Radius:''' This is the distance at which the NPC will assist allies that are calling for help.  A value of zero here will make the assist radius the same as the aggro radius.
* '''Attack Count:''' This was inherited from EQEmulator and is unused on TAKP, but still functions.  This is a means to set the number of main hand attacks per round for the NPC.  The 'Quad Attack' and 'Triple attack' flags should be used instead when recreating Sony content.  A value of -1 ensures that it is not used.
* '''Atk Delay:''' This is the wait period between melee combat rounds for the NPC in tenths of seconds. (i.e. 10 = 1 second)
:These values should be parsed when recreating Sony's content, however follow these guidelines if that is not possible:
:*Level 1-25 NPCs should have 30 atk delay regardless of expac.  Nothing should have more than 30.
:*Classic old-world NPCs should have 30 atk delay, except for planar NPCs which should have 18-20.
:*Common Kunark through Luclin NPCs start gradually getting lower than 30 atk delays at level 25.
:*Level 50 common Kunark through Luclin NPCs have around 20 atk delay.
:*Level 60 common Kunark through Luclin NPCs have around 16 atk delay.
:*18 atk delay was common for classic raid bosses.
:*Most common PoP NPCs have 20 atk delay.  Some zones like Drunder have lower.
:*Raid NPCs in Velious start getting atk delays as low as 10.
:*Luclin raid bosses often had atk delays less than 10.  (Aten Ha Ra is the fastest at ~6)  Slowable bosses had lower atk delays.
* '''Slow Mit:''' Slow Mitigation.  This is how much slows are mitigated, in percent.  0 means slows are unmitigated.
:*'Mostly Successful' is a range of 1 to ~40 (cutoff point uncertain)
:*'Partially Successful' is a range of ~40 to 80
:*'Slightly Successful' is a range of 80-99
* '''Ignore Distance:''' This is the distance at which NPCs will stop chasing players and go home as if they were unaggro.  This should be 1000 for most zones, although certain zones had shorter distances.  See [http://www.eqemulator.org/forums/showthread.php?t=39819 this EQEmulator forum thread] for a list.
* '''Loot ID, Spells ID:''' These are the database IDs for the loot and spells the NPC has.  Leave these alone and use the editor menus instead.
* '''Heal Scale, Spell Scale:''' These are unused for TAKP and were inherited from EQEmulator.  These allow you to increase or reduce how much the NPC nukes players for and heals land on it for.  For non-custom servers, leave these at 100.




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