Damage

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Meikai
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Posts: 3
Joined: Fri Oct 20, 2006 9:06 am
Location: Brasil

Damage

Post by Meikai » Wed May 13, 2009 5:57 am

Hi, i have a war shard and its giving to much damage at player..

like a warrior with boost like STR 300 a behemoth gives 1 hit on it and his dead x.x
someone knows what could be ? :deadhorse:

Damien.
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Posts: 63
Joined: Thu Feb 08, 2007 11:14 am
Location: Sweden

Re: Damage

Post by Damien. » Wed May 13, 2009 10:04 am

Lower the AttackDamage of the mobs.
Example:

Code: Select all

NPCTemplate Slime
{
	// Primary NPC information
	Name			a slime
	Script			:brainAI:brain
	ObjType			0x33
	Color			2001
	TrueColor		2001
	Gender			0
	AR			4
	RunSpeed		21
	Alignment		neutral
	Category		Slime

	// Attributes
	Strength		34
	Intelligence		20
	Dexterity		21
	Tactics			34
	Wrestling		34

	// Vitals
	HITS			34
	MANA			20
	STAM			21

	// Intrinsic Weapon
	AttackSpeed		25
[b]	AttackDamage		2d2[/b]
	AttackAttribute		Wrestling
	AttackHitScript		:combat:mainHitScript

	// Sounds
	AttackHitSound		459
	AttackMissSound		569
	DeathSound		461
	DamagedSound		460
	IdleSound		457
	IdleSound		458

	// Brain AI Settings
	AISetting	AreaSize	i8
	AISetting	CycleWait	i10
	AISetting	FleeLevel	i5 // 5%
	AISetting	IdleTicks	i10
	AISetting	SleepWait	i1800

	// Brain AI Nerves
	AIScript	Combat		:brainAI:scripts/combat/genericCombat
	AIScript	EnterArea	:brainAI:scripts/enterArea/generic
	AIScript	LeftArea	:brainAI:scripts/leftArea/generic
	AIScript	LookAround	:brainAI:scripts/lookAround/findAttackables
	AIScript	Sleep		:brainAI:scripts/sleep/generic
	AIScript	ShouldWatch	:brainAI:scripts/shouldWatch/targetPlayers

	// Skinning Info

	// Settings other scripts use...

	// CProps (eww!)
}

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*Edwards
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Posts: 302
Joined: Fri Dec 28, 2007 11:19 pm
Location: Montreal, Canada

Re: Damage

Post by *Edwards » Wed May 13, 2009 10:43 am

Share with us the npcdesc of your behemoth. The previous post is only if you are using distro097. It could be named differently if your brainAI package is different ( I guess you are using old zuluhotel style )... Basically, to answer your question, the answer is inside your npcdesc files.

Meikai
New User
Posts: 3
Joined: Fri Oct 20, 2006 9:06 am
Location: Brasil

Re: Damage

Post by Meikai » Thu May 14, 2009 6:17 am

Yes i'm using old zulu, Core 95

This is my behemoth

Code: Select all

NpcTemplate behemoth
{
	Name		a Behemoth

	script		killpcs
	ObjType		0x0e
	Color		0x488
	TrueColor	0x488
	Gender		0
	
	STR		200
	INT		45
	DEX		200
	HITS		1
	MANA		1
	STAM		1
	
	Tactics		150
	MaceFighting	150
 	MagicResistance	150
        DetectingHidden	100

	Equip		behemoth
	alignment	evil
	hostile		1
		
	lootgroup	9
	MagicItemChance	75
	MagicItemLevel	6
 	CProp	     snoopme i150
 	Cprop	     stealme i150
	provoke	150
	Karma	-12000
	Fame	12000
	CProp	Type	sElemental
	CProp	BaseStrmod	i500
	CProp	BaseIntmod	i10
	CProp	BaseDexmod	i200
	CProp	AirProtection	i3
	CProp	EarthProtection	i3
	CProp	NecroProtection	i3
	CProp	BaseHpRegen	i1000
}

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*Edwards
Forum Regular
Posts: 302
Joined: Fri Dec 28, 2007 11:19 pm
Location: Montreal, Canada

Re: Damage

Post by *Edwards » Thu May 14, 2009 11:31 am

I've been working too long with zuluhotel scripts hehe.

exactly as it is with players:

Strength: Hiigher physical damage.
Dexterity: Delay between 2 hits faster.
Intelligence: Higher magical damage.

Mace, Sword, Fencing: Higher physical damage.
Magery: Higher magical damage.
Anatomy: Higher physical damage.
Evaluating Intelligence: Higher magical damage.

If you want to get all the functions for the physical combat scripts you can take a look in scripts/include/hitscriptinc.inc

If you want to get all the functions for the magical combat scripts you can take a look in scripts/include/spelldata.inc

Snocks
New User
Posts: 19
Joined: Sat Mar 07, 2009 8:36 am

Re: Damage

Post by Snocks » Sat May 16, 2009 2:43 am

Best bet with your problem is first adjusting the str of the behemoth to see so its life is good, then adjust the behemoths weapon to see the damage is correct. Weapons are found it pkg/std/combat/itemdesc.cfg.

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