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View Full Version : Banish in special_abilities?


mushko
09-05-2019, 02:58 AM
Hi all,

I'm trying to remove the level 52 banishment on mobs like Nagafen and Vox. Based on old posts here, it looks like there used to be a column "banish" in the npc_types table. Now it seems to be replaced with the "special_abilities" column.

For reference, here are the special_abilities for Nagafen and Vox:

+--------------+----------------------------------------------+---------------+
| name | special_abilities | npc_spells_id |
+--------------+----------------------------------------------+---------------+
| Lady_Vox | 1,1^10,1^13,1^14,1^15,1^17,1^23,1^26,1^37,10 | 141 |
| Lord_Nagafen | 1,1^10,1^13,1^14,1^15,1^17,1^21,1^23,1^26,1^37,10 | 25 |

If I want to remove the banishment, does that mean I need to remove one of these special_abilities? Is there a good reference for this somewhere? My best guess is 1^37 is the banishment, but I'm not sure...

Do I have this correct, or am I mistaken?

Thanks!

Huppy
09-05-2019, 07:26 AM
That's all scripted in the quests. Example: In quests/soldungb open up the player.pl script and you will see it in there. If you want to simply disable that, rename the player.pl to player.bak (or something).

sub EVENT_TARGET_CHANGE {
if (($client->GetTarget()->GetCleanName() eq "Lord Nagafen") && ($ulevel > 52) && ($status < 80)) {
quest::ze(0,"I will not fight you, but I will banish you!");
$client->MovePC(27,-64,262,-93.96,0);
}
}

jaspen
09-05-2019, 02:07 PM
You also have to disable it in the nagafen and vox quest files in two places as well, if I am not mistaken. I believe they do initial engage and constant checks throughout the fight. Can put a higher level in, change the status or whatever tactic you choose.

mushko
09-06-2019, 03:31 PM
That's great, thank you! I had to change the level in two files, player.pl and Lord Nagafen.pl. It seems to work!

Huppy
09-06-2019, 08:23 PM
That's great, thank you! I had to change the level in two files, player.pl and Lord Nagafen.pl. It seems to work!

You will find many things functioning through quests, such as event timers, etc. It can be a pita, when trying to understand just exactly where it's coming from, since some is hard coded in the source, some are in the database and some in the quests, for a variety of mechanics. There are also many things that are restricted because of the client itself. (Titanium vs RoF, etc). But it's a lot of fun until you pick your head up off the desk, a few years later. ;)