Search found 29 matches

by horizon
Tue Sep 06, 2016 11:47 am
Forum: Scripting
Topic: scripting mob 2hour use
Replies: 9
Views: 1296

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...
by horizon
Thu Sep 01, 2016 9:37 am
Forum: Scripting
Topic: scripting mob 2hour use
Replies: 9
Views: 1296

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...
by horizon
Thu Sep 01, 2016 8:53 am
Forum: Scripting
Topic: scripting mob 2hour use
Replies: 9
Views: 1296

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...
by horizon
Wed Aug 31, 2016 10:17 am
Forum: Scripting
Topic: scripting mob 2hour use
Replies: 9
Views: 1296

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...
by horizon
Fri Jul 01, 2016 9:03 am
Forum: Resources
Topic: tips for installing POLutils?
Replies: 5
Views: 1570

Re: tips for installing POLutils?

thank you so much, that's just what I needed!
by horizon
Thu Jun 30, 2016 11:16 am
Forum: Resources
Topic: tips for installing POLutils?
Replies: 5
Views: 1570

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...
by horizon
Tue Jun 21, 2016 6:55 pm
Forum: General Chat
Topic: invisible vermes carnium?
Replies: 3
Views: 1241

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...
by horizon
Sun Jun 19, 2016 9:32 pm
Forum: General Chat
Topic: invisible vermes carnium?
Replies: 3
Views: 1241

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...
by horizon
Thu Jun 09, 2016 11:17 am
Forum: Scripting
Topic: scripting questions: dynamic mob level adjustments, caskets
Replies: 2
Views: 792

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...
by horizon
Mon May 23, 2016 10:50 am
Forum: Scripting
Topic: scripting questions: dynamic mob level adjustments, caskets
Replies: 2
Views: 792

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...