Search found 29 matches
- Tue Sep 06, 2016 11:47 am
- Forum: Scripting
- Topic: scripting mob 2hour use
- Replies: 9
- Views: 16875
Re: scripting mob 2hour use
Hold on TeoTwawki, I'm most certainly not trying to start fights or suggest anyone doesn't know what they're doing aside from myself. If something I said made you think that, then my sincere apologies - it definitely wasn't intentional. I'm here to ask for your guys' help in understanding, not to pi...
- Thu Sep 01, 2016 9:37 am
- Forum: Scripting
- Topic: scripting mob 2hour use
- Replies: 9
- Views: 16875
Re: scripting mob 2hour use
I changed the pre-check scripting to just return 0, and then tried to use Mighty Strikes on a few different normal mobs with no results. From there I've changed MOBMOD_SCRIPTED_2HOUR to 1 for a war type NM, and used: if (mob:hasStatusEffect(EFFECT_BIO) == true) then mob:useMobAbility(1008); mob:delS...
- Thu Sep 01, 2016 8:53 am
- Forum: Scripting
- Topic: scripting mob 2hour use
- Replies: 9
- Views: 16875
Re: scripting mob 2hour use
thanks for the reply kjlotus! simply scripting them via mob:useMobAbility() is what I originally tried, but it doesn't seem to work for 2hour abilities, and only them. I first figured it was due to this pre-ws check in the mobskill scripts: function onMobSkillCheck(target,mob,skill) if (mob:getMobMo...
- Wed Aug 31, 2016 10:17 am
- Forum: Scripting
- Topic: scripting mob 2hour use
- Replies: 9
- Views: 16875
scripting mob 2hour use
I've been doing a lot of mob scripting lately, and while I've gotten just about everything working as I have intended in regards to normal mob abilities, I'm at a loss as how to make 2hour abilities work. Using Kirin as an example, for any mob that I would like to have use a 2hour ability, I've gone...
- Fri Jul 01, 2016 9:03 am
- Forum: Resources
- Topic: tips for installing POLutils?
- Replies: 5
- Views: 32224
Re: tips for installing POLutils?
thank you so much, that's just what I needed!
- Thu Jun 30, 2016 11:16 am
- Forum: Resources
- Topic: tips for installing POLutils?
- Replies: 5
- Views: 32224
tips for installing POLutils?
would anyone happen to have a link to a simple guide, or some tips for turning the files at https://github.com/Windower/POLUtils into something I can install and use? I've cloned them, installed wix and visualSVN as noted in one of the installer build readme files, and have been tinkering with insta...
- Tue Jun 21, 2016 6:55 pm
- Forum: General Chat
- Topic: invisible vermes carnium?
- Replies: 3
- Views: 6349
Re: invisible vermes carnium?
first off, thanks for always helping out kjlotus, its much appreciated. I haven't gotten a chance to do more digging into this yet, but I will see if I can find some time tomorrow. On the mention of worms, I've noticed that the rock grinders in abyssea la theine exhibit some silliness such as moving...
- Sun Jun 19, 2016 9:32 pm
- Forum: General Chat
- Topic: invisible vermes carnium?
- Replies: 3
- Views: 6349
invisible vermes carnium?
I just got through adjusting and correcting some of the database information for mobs in Abyssea Tahrongi, and I'm getting a problem I haven't seen before, and I can't seem to fix it or even identify the reason for it. Vermes carnium (the little sandworms) are showing up on radar and widescan, but a...
- Thu Jun 09, 2016 11:17 am
- Forum: Scripting
- Topic: scripting questions: dynamic mob level adjustments, caskets
- Replies: 2
- Views: 5235
Re: scripting questions: dynamic mob level adjustments, cask
So I've been playing around with caskets and have had some luck, but in my tinkering I've come up with a couple more questions: After making a list of all the treasure casket npc id's and tracking down the ones located in East Saruta, I started summoning them at a 20% chance after a mob dies. At fir...
- Mon May 23, 2016 10:50 am
- Forum: Scripting
- Topic: scripting questions: dynamic mob level adjustments, caskets
- Replies: 2
- Views: 5235
scripting questions: dynamic mob level adjustments, caskets
Hey all! I've gotten back into things lately and have been doing some tinkering, but have run into a couple snags. Might I trouble you all for some insight on a few questions? First question: Is there a method for dynamically adjusting the level range of mobs in an area (either on next respawn or in...