Mob spells added...

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Mob spells added...

Postby Tired » Thu Apr 02, 2009 6:03 am

This will be pretty ongoing for our Feature within Storm. Adding spells to mobs.

Camelot Hills:
adder - damage over time

Salisbury Plains:
basilisk - Instant Stun
young basilisk - Instant Stun
aged basilisk - Instant Stun
pseudo basilisk - Instant Stun

Malmohus:
drakulv disciple - Energy DD

Dartmoor:
granite giant pounder - Stun spell

Darkness Falls:
naburite drinker - Instant lifetap
chaosian - Style proc
succubus - Single target mez
Gatekeeper Dommel - AoE Fire DD and AoE mez
clinging soul - Snare

New Frontiers:
western basilisk - Instant Stun
western basilisk youth- Instant Stun
ancient basilisk - Instant Stun
granny - disease
Last edited by Tired on Wed Apr 08, 2009 7:38 pm, edited 4 times in total.
Database problem? Yea I can fix that.
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Re: Mob spells added...

Postby Tired » Thu Apr 02, 2009 6:11 am

I want to do 1 zone in at a time if possible to try and keep track of things as I add in the spells. You guys will see this change quite often.
Database problem? Yea I can fix that.
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Re: Mob spells added...

Postby Graveen » Thu Apr 02, 2009 6:41 am

love ya Tired ! :D
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Re: Mob spells added...

Postby Tired » Thu Apr 02, 2009 8:34 am

bring on the love!
Database problem? Yea I can fix that.
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Re: Mob spells added...

Postby Graveen » Thu Apr 02, 2009 10:30 am

Tired, technically how do you want to proceed ?

Do you plan to npctemplatifiate the mobs ?
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Re: Mob spells added...

Postby Tired » Thu Apr 02, 2009 6:51 pm

If you look at the npctemplate sql file right now... I added them in that way. If it doesn't work as intended, I'll let you know. But I'll be creating and trying to add these things onto mobs as they're input. All I'm doing is creating them and adding the npctemplateid into the mob table where it requires you to input a npctemplateid in order to make these things work. We'll see what the end result is I suppose. :)
Database problem? Yea I can fix that.
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Re: Mob spells added...

Postby Graveen » Thu Apr 02, 2009 7:14 pm

ok very good ;)
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Re: Mob spells added...

Postby Tired » Fri Apr 03, 2009 4:12 am

Updated.
Database problem? Yea I can fix that.
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Re: Mob spells added...

Postby Oxydean » Fri Apr 03, 2009 10:59 am

Great job Tired , keep the work up mate /cheer ... all these new added spells looks like a new dawn for our server, and you are the Sun :wink:
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Re: Mob spells added...

Postby Tired » Thu Apr 09, 2009 1:49 am

A player... has actually shown me a website so that I can start updating mobs with the proper spells to be implemented. But instead of posting what was updated, I'll post it all at once when I'm finished. But for now that will have to wait until tomorrow. :) I love my job.
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Re: Mob spells added...

Postby bluraven » Thu Aug 13, 2009 8:26 pm

wow, this is great. A long time coming and will definitely make PVE a lot more fun.
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Re: Mob spells added...

Postby Tolakram » Thu Aug 13, 2009 9:03 pm

Huh?

That post is 4 months old. :mrgreen:
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Re: Mob spells added...

Postby bluraven » Thu Aug 13, 2009 9:57 pm

LOL Oh, I see, I didn't pay attention to the date. Guess it's been 4 months since I last caught up on all the "new unread posts". Sorry to be a thread necro :shock:
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Re: Mob spells added...

Postby DOLBot » Wed Sep 02, 2009 1:50 pm

Succubus mezzes all players in the group that it isn't attacking. Sort of like an aoe-mez, only it checks if you're in the group or not. Got like a 500 unit radius.
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Re: Mob spells added...

Postby Sand » Wed Sep 02, 2009 2:11 pm

Succbus mezzes all, it just happens to be they break the one they are attacking. It is an aoe on live, it will mez people not in group that happen to be standing nearby.

Sometimes the succbus will mez what is attacking it then go after the member of the group that is not mezzed.

I experienced this when say playing my cabby, where I gave up farming loop with her because succubus too often mezzed pet, came after me or my bot.
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