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[lua, sql] HNM Kings Rework #6795

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CriticalXI
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I affirm:

  • I understand that if I do not agree to the following points by completing the checkboxes my PR will be ignored.
  • I understand I should leave resolving conversations to the LandSandBoat team so that reviewers won't miss what was said.
  • I have read and understood the Contributing Guide and the Code of Conduct.
  • I have tested my code and the things my code has changed since the last commit in the PR and will test after any later commits.

What does this pull request do?

  • Reworks Adamantoise, Aspidochelone, Behemoth, King Behemoth, Fafnir, and Nidhogg to have correct stats and behavior

Stats and mob skill adjusts are based off of Jimmayus's monster stats capture sheet
Behe/KB: https://www.youtube.com/watch?v=uEayfQTiaac
Adamantoise/Aspis: https://www.youtube.com/watch?v=-5nZcruW-3w

Steps to test these changes

Spawn each HNM and see that it reflects the changes listed

@CriticalXI
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Draft for now until #6794 is merged. Please let me know if I've forgotten anything as well, lots to review for these big guys.

@@ -14,7 +14,8 @@ mobskillObject.onMobSkillCheck = function(target, mob, skill)
end

mobskillObject.onMobWeaponSkill = function(target, mob, skill)
local dmgmod = xi.mobskills.mobBreathMove(mob, target, skill, 0.25, 1.5, xi.element.WATER, 400)
-- TODO: Needs a flat bonus 100 damage added to breath
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return dmg + 100

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Made an adjustment for that if you want to see if that looks okay to you

target:addMod(xi.mod.MEVA, power)
target:addMod(xi.mod.UDMGMAGIC, -500)
target:addMod(xi.mod.UDMGPHYS, -5000)
target:addMod(xi.mod.UDMGRANGE, -5000)
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is that -500 correct?

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Also:
effect:addMod() removes the need to have to delete the mods in onEffectLoose

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I ended up reverting this change after double checking that, looking at captures of Nidhogg the existing stats seem accurate to me.

(caster:getFamily() == 51 or
caster:getFamily() == 479)
then
dmg = 14 + caster:getMainLvl() * 30
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The mob check is unneeded here. we already checked that the caster isnt a pc, so its a mob.

Can you link to something for this numbers?

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Jimmayus's monster stats: https://docs.google.com/spreadsheets/d/1YBoveP-weMdidrirY-vPDzHyxbEI2ryECINlfCnFkLI

Under the behemoth mob family on the Monster ftps tab

@@ -57,7 +75,7 @@ entity.onSpellPrecast = function(mob, spell)
spell:setFlag(xi.magic.spellFlag.HIT_ALL)
spell:setRadius(30)
spell:setAnimation(280)
spell:setMPCost(1)
spell:setMPCost(0)
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Oh, sneaky...

Unrelated to this line, doesnt KB have a draw-in mechanic or something?

I'm sure it doesnt go into the tunnels

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It has one already on it from cocosolo's draw in rework. It has an arena that draws in if you try going into the tunnels.

mob:setMobMod(xi.mobMod.ALLI_HATE, 30) -- 30 yalm distance
end

return entity
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newline at the end of the file

else
{
weaponDamage = static_cast<CBattleEntity*>(m_PBaseEntity)->GetMainWeaponDmg();
}
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I think this got mixed. You have an open PR for this

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I was going to rebase and take this PR out of draft after the PR to add that in is merged so it won't appear as a new adjustment on here once that's done.

@Xaver-DaRed
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Looking good. Good job

@CriticalXI CriticalXI force-pushed the nm_audit_kings branch 2 times, most recently from d1aeee7 to 7706cbd Compare January 22, 2025 23:26
@LacunaXI
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Sorry to interject like this and hope it is not rude or annoying. These drop adjustments are an improvement but differ from what I worked out. I spent hours working them out the best I could due to the significance of the kings. Not sure the best way to proceed on the difference.

If you rather keep these I can PR mine another time. Just didn't want to write a lot breaking down how I arrived at what I did. If you do keep these, there is a copy paste mistake on the Adamantoise Egg, Behemoth Tongue and Wyrm Beard (100% instead of 24%) and Fafnir does not drop the Wyrm Beard.

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3 participants