Editing Database Editor:NPCs
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:*Give raid bosses in Classic and Kunark 300 AC. | :*Give raid bosses in Classic and Kunark 300 AC. | ||
:*Give raid bosses in Velious: 300 for easy bosses, 400 for mid-difficulty bosses, and 700 for ToV dragons and Kael bosses. AoW is 900. | :*Give raid bosses in Velious: 300 for easy bosses, 400 for mid-difficulty bosses, and 700 for ToV dragons and Kael bosses. AoW is 900. | ||
:* | :*Give raid bosses in Luclin 900 AC. | ||
:*Raid bosses in PoP have varying AC; some have 200ish, some 400ish, some 600ish. Time bosses are 400-700. A lot of planar minis are actually 200ish. | :*Raid bosses in PoP have varying AC; some have 200ish, some 400ish, some 600ish. Time bosses are 400-700. A lot of planar minis are actually 200ish. | ||
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EQEmulator and TAKP's editor has a user unfriendly way of assigning special abilities to NPCs. | EQEmulator and TAKP's editor has a user unfriendly way of assigning special abilities to NPCs. | ||
Each special ability has a number associated with it. Summon is 1, Enrage is 2, Rampage is 3, etc. Special abilities are stored in the database as a single string like this: "1,1^3,1,25^5,1,10^10,1". The carrots delimit each special. The first number is the special | Each special ability has a number associated with it. Summon is 1, Enrage is 2, Rampage is 3, etc. Special abilities are stored in the database as a single string like this: "1,1^3,1,25^5,1,10^10,1". The carrots delimit each special. The first number is the special type and the numbers following the commas are optional values that augment how the special functions-- for example, the probability that the NPC will rampage in a given combat round. | ||
That's probably still confusing, so just look at these common examples: | That's probably still confusing, so just look at these common examples: | ||
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* To make an NPC flee at a precise health percentile, put 37,1,X in the Flee Percent box. (again, replace X with the percentile) | * To make an NPC flee at a precise health percentile, put 37,1,X in the Flee Percent box. (again, replace X with the percentile) | ||
There are additional options that can be specified, but most are not applicable to a faithful recreation of Sony's content. [http://wiki.eqemulator.org/p?NPC_Special_Attacks See this EQEmu wiki entry] for more information. | |||
Tunnel Vision, Leashed, Tethered, and Chase Distance are inherited from EQEmulator and not used on TAKP but may still function. | Tunnel Vision, Leashed, Tethered, and Chase Distance are inherited from EQEmulator and not used on TAKP but may still function. | ||
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==== NPC Flags ==== | ==== NPC Flags ==== | ||
* '''Triple Attack:''' This | * '''Triple Attack:''' This grants an NPC a 10% chance to execute a third attack on a successful double attack of the main hand. When creating accurate classic content, all level 60+ warrior and monk NPCs should have this enabled, but nothing else. It's important to know that this can and should be used with 'Quad Attack' if the NPC should quad, and will result in rare five attack rounds when combined. This is accurate behavior to classic EQ. [http://www.eqemulator.org/forums/showthread.php?t=38708 See this thread] for more information. | ||
* ''' | * '''Quad Attack:''' This will grant the NPC innate dual wield even when not wielding weapons. | ||
* ''' | * '''Dual Wield:''' This (for now) has the exact same functionality as Quad Attack. All NPCs were given the ability to dual wield if two weapons ended up in their inventories, making this flag obsolete. This will likely be removed in the future and should not be used. | ||
* '''Magic Attack:''' Allows the NPC to hit magical targets. (such as willowisps) All NPCs level 10 and higher should have this checked. | |||
* '''Bane Attack:''' Allows the NPC to hit 'bane' NPCs like Seru or Emperor Ssraeshza. | * '''Bane Attack:''' Allows the NPC to hit 'bane' NPCs like Seru or Emperor Ssraeshza. | ||
* '''Ranged Attack:''' This will make the NPC shoot arrows at their target if the target is out of melee range. | * '''Ranged Attack:''' This will make the NPC shoot arrows at their target if the target is out of melee range. | ||
* '''Unslowable | * '''Unslowable, Unmezable, Uncharmable, Unstunable, Unsnarable, Unfearable, Unpacifiable:''' Various immunities to certain spell effects. | ||
* '''Immune to Dispel:''' Makes dispels do nothing on the NPC. | * '''Immune to Dispel:''' Makes dispels do nothing on the NPC. | ||
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* '''Use Warrior Skills:''' This will grant the NPC warrior level skills of Dodge, Parry, Riposte, and Bash regardless of the selected class. Many NPCs that were casters still had these abilities on Sony's servers. | * '''Use Warrior Skills:''' This will grant the NPC warrior level skills of Dodge, Parry, Riposte, and Bash regardless of the selected class. Many NPCs that were casters still had these abilities on Sony's servers. | ||
* '''Resist Ranged Spells:''' This will turn the NPC into a 'belly caster' mob that requires players to get in melee range of it to land resistable spells on it. | * '''Resist Ranged Spells:''' This will turn the NPC into a 'belly caster' mob that requires players to get in melee range of it to land resistable spells on it. |