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 ?
Damage
Moderator: POL Developer
Re: Damage
Lower the AttackDamage of the mobs.
Example:
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!)
}
Re: Damage
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.
Re: Damage
Yes i'm using old zulu, Core 95
This is my behemoth
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
}
Re: Damage
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
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
Re: Damage
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.