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[lua, sql] HNM Kings Rework #6795
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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 | |||
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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
scripts/effects/super_buff.lua
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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.
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(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 | ||
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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.
Looking good. Good job |
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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. |
I affirm:
What does this pull request do?
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