I fixed lots of mob tp moves. Most got a boost and I also removed the randomness with them. They are all based on stats now, so you will not longer avoid IT++ curse by luck.
I also put a cap on paralyze at 25%. Berserk now lowers defence by 25% and increases ranged attack by 25%. Defender now reduces ranged attack % too.
I went through lots of tp moves and tested them. All the values are much closer to retail.
Fixed Mob TP Moves
Fixed Mob TP Moves
- Attachments
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- mobskills.patch
- (154.29 KiB) Downloaded 212 times
Re: Fixed Mob TP Moves
Ok final mob moves patch!
- Attachments
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- mobskills.patch
- (156.58 KiB) Downloaded 210 times
Re: Fixed Mob TP Moves
Ignore everything else this is the patch you are looking for.
I just added 100% double attack to all mandies. This doesn't yet work on charmed mandies. Someone else has to implement that. I also increased chr of monsters that should be hard to charm, raptor, slim, mandy, etc.
I just added 100% double attack to all mandies. This doesn't yet work on charmed mandies. Someone else has to implement that. I also increased chr of monsters that should be hard to charm, raptor, slim, mandy, etc.
- Attachments
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- mob_patch.patch
- (176.79 KiB) Downloaded 224 times
Re: Fixed Mob TP Moves
not sure this is the way to go: if a mandragora has double attack in retail in addition to being a monk-type, it becomes alot harder to implement properly (note: i have no idea if any mandragora's double attack in addition to their standard monk-type attack). additionally, i think increasing chr is not the same as having resist charm traitlautan wrote:Ignore everything else this is the patch you are looking for.
I just added 100% double attack to all mandies. This doesn't yet work on charmed mandies. Someone else has to implement that. I also increased chr of monsters that should be hard to charm, raptor, slim, mandy, etc.