Fixed Mob TP Moves

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lautan
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Fixed Mob TP Moves

Post by lautan » Sat Jan 12, 2013 3:40 pm

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.
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mobskills.patch
(154.29 KiB) Downloaded 212 times

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whasf
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Re: Fixed Mob TP Moves

Post by whasf » Sat Jan 12, 2013 4:06 pm

Waiting on an update from you before i commit this :)
-- Whasf

lautan
Developer
Posts: 164
Joined: Mon Jul 30, 2012 6:17 pm

Re: Fixed Mob TP Moves

Post by lautan » Sat Jan 12, 2013 4:33 pm

Ok final mob moves patch!
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mobskills.patch
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lautan
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Re: Fixed Mob TP Moves

Post by lautan » Sat Jan 12, 2013 7:18 pm

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.
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mob_patch.patch
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kjLotus
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Re: Fixed Mob TP Moves

Post by kjLotus » Sat Jan 12, 2013 7:42 pm

lautan 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.
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 trait

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whasf
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Re: Fixed Mob TP Moves

Post by whasf » Sat Jan 12, 2013 8:18 pm

Committed r2243
-- Whasf

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