mirror of
https://github.com/emagi/eq2emu-content
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504 lines
18 KiB
Lua
Executable file
504 lines
18 KiB
Lua
Executable file
--[[
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Script Name : SpawnScripts/Generic/NPCModule.lua
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Script Author : LordPazuzu
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Script Date : 2023.11.20 08:11:41
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Script Purpose : NPC Statistics Control Script
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: Consult LordPazuzu before modifying
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: Updated 7/31/2025
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--]]
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--Add plugin modules as a require below.
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require "SpawnScripts/Generic/EquipmentModule" -- NPC equipment appearance presets.
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require "SpawnScripts/Generic/NPCRaces" --NPC racial appearance functions.
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require "SpawnScripts/Generic/IdleAnimations" -- Idle animation packages for compatible NPC model types.
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GlobalDmgMod = 1.0 -- Global Damage Multiplier- make global adjustments to all NPC autoattack damage.
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GlobalStatMod = 1.0 -- Global Attribute Multiplier- make global adjustments to NPC attribute scores.
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GlobalHPMod = 1.0 -- Global Hit Point Multiplier
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GlobalPowerMod = 1.0 -- Global Power Pool Multiplier
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function NPCModule(NPC, Spawn)
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level = GetLevel(NPC) -- NPC Level
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difficulty = GetDifficulty(NPC) -- NPC Difficulty
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--Included functions. Comment out a function to disable.
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SpawnAnimations(NPC, Spawn) -- Special spawn animations by model type.
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Attributes(NPC, Spawn) -- Determines basic stats of the NPC(str, agi, sta, int, wis)
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NewAutoAttack(NPC, Spawn) -- Determines the NPC's tier for the purposes of autoattack damage.
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Regen(NPC, Spawn) -- Sets NPC's health and/or power regeneration rates or disables regeneration entirely.
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HealthPower(NPC, Spawn) -- Calculates NPC's based on level and difficulty.
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AddTimer(NPC, 25, "Heroic") -- Applies heroic flag immediately after spawn in accordance with the way the server loads spawns. Spawnscript functions that check heroic status should be run on a delay longer than 1000. 6000 is the standard delay to run a function after spawn.
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AddTimer(NPC, 1000, "Heroic") -- Redundant heroic check to compensate for server lag when using developer commands to reload spawns.
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end
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-- Set attributes based on NPC level and difficulty
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function Attributes(NPC, Spawn)
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-- Calculate attributes
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if level <= 5 then
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baseStat = 22
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else
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baseStat = level + 22
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end
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if level < 10 then
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low = baseStat -- Difficulty 1-3 vvv
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four = baseStat -- Difficulty 4 vv
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five = baseStat -- Difficulty 5 v
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six = baseStat -- Difficulty 6 -
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seven = baseStat * 1.25 -- Difficulty 7 ^
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eight = baseStat * 1.5 -- Difficulty 8 ^^
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nine = baseStat * 2.0 -- Difficulty 9 ^^^
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else
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low = baseStat -- Difficulty 1-3 vvv
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four = baseStat * 1.5 -- Difficulty 4 vv
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five = baseStat * 2.0 -- Difficulty 5 v
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six = baseStat * 2.5 -- Difficulty 6 -
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seven = baseStat * 3.0 -- Difficulty 7 ^
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eight = baseStat * 3.5 -- Difficulty 8 ^^
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nine = baseStat * 4.0 -- Difficulty 9 ^^^
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end
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lowStat = math.floor(low * GlobalStatMod)
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fourStat = math.floor(four * GlobalStatMod)
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fiveStat = math.floor(five * GlobalStatMod)
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sixStat = math.floor(six * GlobalStatMod)
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sevenStat = math.floor(seven * GlobalStatMod)
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eightStat = math.floor(eight * GlobalStatMod)
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nineStat = math.floor(nine * GlobalStatMod)
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-- Determine attribute by difficulty
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if difficulty <= 3 then
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finalStat = lowStat
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elseif difficulty == 4 then
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finalStat = fourStat
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elseif difficulty == 5 then
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finalStat = fiveStat
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elseif difficulty == 6 then
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finalStat = sixStat
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elseif difficulty == 7 then
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finalStat = sevenStat
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elseif difficulty == 8 then
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finalStat = eightStat
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elseif difficulty == 9 then
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finalStat = nineStat
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end
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SetInfoStructFloat(NPC, "str", finalStat)
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SetStrBase(NPC, finalStat)
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SetInfoStructFloat(NPC, "agi", finalStat)
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SetAgiBase(NPC, finalStat)
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SetInfoStructFloat(NPC, "sta", finalStat)
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SetStaBase(NPC, finalStat)
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SetInfoStructFloat(NPC, "intel", finalStat)
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SetIntBase(NPC, finalStat)
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SetInfoStructFloat(NPC, "wis", finalStat)
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SetWisBase(NPC, finalStat)
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AttributeModifiers(NPC) -- Determine modifiers based on primary attributes.
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end
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function AttributeModifiers(NPC, Spawn)
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MeleeDmgMod = math.ceil(GetStr(NPC) / 10) -- Determines strength bonus to auttoattack damage.
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StaminaHPMod = math.ceil(GetSta(NPC) / 10) -- Determins stamina bonus to hitpoints. Not implemented.
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end
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--Health and power regeneration rates
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function Regen(NPC, Spawn)
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--if IsInCombat(NPC) == true then
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-- In-combat health regeneration
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SetInfoStructUInt(NPC, "hp_regen_override", 1) -- Set to 0 to disable and allow the server to set the regen rate.
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SetInfoStructSInt(NPC, "hp_regen", 0) -- Set Regen Amount. Default 0
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-- In-combat power regeneration
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SetInfoStructUInt(NPC, "pw_regen_override", 1) -- Set to 0 to disable and allow the server to set the regen rate.
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SetInfoStructSInt(NPC, "pw_regen", 0) -- Set Regen Amount. Default 0
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end
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--Autoattack damage calculation.
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function NewAutoAttack(NPC, Spawn)
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if difficulty <= 4 then
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difMod = 0.3
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elseif difficulty == 5 then
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difMod = 0.7
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elseif difficulty == 6 then
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difMod = 1.0
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elseif difficulty == 7 then
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difMod = 1.5
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elseif difficulty == 8 then
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difMod = 2.25
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elseif difficulty == 9 then
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difMod = 3.5
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end
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if level <= 34 then
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MaxDmgMod = 0.01
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elseif level >= 35 then
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MaxDmgMod = 0.015
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end
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minDmg = (level * 0.6) * difMod
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maxDmg = ((level * 1.6 * MaxDmgMod) * difMod)
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lowDmg = math.floor((minDmg + MeleeDmgMod) * GlobalDmgMod)
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highDmg = math.ceil((maxDmg + MeleeDmgMod) * GlobalDmgMod)
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damage(NPC)
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end
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--Autoattack damage override function.
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function damage(NPC, Spawn)
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SetInfoStructUInt(NPC, "override_primary_weapon", 1) --Set to 1 enables override for autoattack damage. Set to 0 to allow server to set damage.
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SetInfoStructUInt(NPC, "primary_weapon_damage_low", lowDmg)
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SetInfoStructUInt(NPC, "primary_weapon_damage_high", highDmg)
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SetInfoStructUInt(NPC, "primary_weapon_delay", 3000)
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end
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--Calculate Hitpoints and Power
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function HealthPower(NPC, Spawn)
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-- Calculate multipliers based on difficulty tier
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if difficulty == 1 then
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HPMod = 0.20
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PWMod = 0.20
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elseif difficulty == 2 then
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HPMod = 0.25
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PWMod = 0.25
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elseif difficulty == 3 then
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HPMod = 0.35
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PWMod = 0.35
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elseif difficulty == 4 then
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HPMod = 0.45
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PWMod = 0.45
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elseif difficulty == 5 then
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HPMod = 0.66
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PWMod = 0.66
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elseif difficulty == 6 then
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HPMod = 1.0
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PWMod = 1.0
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elseif difficulty == 7 then
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HPMod = 1.45
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PWMod = 1.45
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elseif difficulty == 8 then
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HPMod = 2.2
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PWMod = 2.2
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elseif difficulty == 9 then
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HPMod = 3.25
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PWMod = 3.25
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end
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--Calculate hitpoints and power based on level and difficuty
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if level == 1 then
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hp = 30 * HPMod * GlobalHPMod
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pw = 25 * PWMod * GlobalPowerMod
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elseif level == 2 then
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hp = 45 * HPMod * GlobalHPMod
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pw = 35 * PWMod * GlobalPowerMod
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elseif level == 3 then
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hp = 75 * HPMod * GlobalHPMod
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pw = 45 * PWMod * GlobalPowerMod
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elseif level == 4 then
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hp = 110 * HPMod * GlobalHPMod
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pw = 55 * PWMod * GlobalPowerMod
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elseif level == 5 then
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hp = 130 * HPMod * GlobalHPMod
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pw = 65 * PWMod * GlobalPowerMod
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elseif level == 6 then
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hp = 150 * HPMod * GlobalHPMod
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pw = 80 * PWMod * GlobalPowerMod
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elseif level == 7 then
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hp = 200 * HPMod * GlobalHPMod
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pw = 90 * PWMod * GlobalPowerMod
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elseif level == 8 then
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hp = 240 * HPMod * GlobalHPMod
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pw = 100* PWMod * GlobalPowerMod
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elseif level == 9 then
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hp = 275 * HPMod * GlobalHPMod
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pw = 110 * PWMod * GlobalPowerMod
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elseif level == 10 then
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hp = 370 * HPMod * GlobalHPMod
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pw = 130 * PWMod * GlobalPowerMod
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elseif level == 11 then
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hp = 430 * HPMod * GlobalHPMod
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pw = 160 * PWMod * GlobalPowerMod
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elseif level == 12 then
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hp = 550 * HPMod * GlobalHPMod
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pw = 185 * PWMod * GlobalPowerMod
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elseif level == 13 then
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hp = 680 * HPMod * GlobalHPMod
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pw = 205 * PWMod * GlobalPowerMod
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elseif level == 14 then
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hp = 795 * HPMod * GlobalHPMod
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pw = 240 * PWMod * GlobalPowerMod
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elseif level == 15 then
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hp = 920 * HPMod * GlobalHPMod
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pw = 270 * PWMod * GlobalPowerMod
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elseif level == 16 then
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hp = 1045 * HPMod * GlobalHPMod
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pw = 310 * PWMod * GlobalPowerMod
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elseif level == 17 then
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hp = 1180 * HPMod * GlobalHPMod
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pw = 360 * PWMod * GlobalPowerMod
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elseif level == 18 then
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hp = 1290 * HPMod * GlobalHPMod
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pw = 410 * PWMod * GlobalPowerMod
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elseif level == 19 then
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hp = 1440 * HPMod * GlobalHPMod
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pw = 425 * PWMod * GlobalPowerMod
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elseif level == 20 then
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hp = 1930 * HPMod * GlobalHPMod
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pw = 475 * PWMod * GlobalPowerMod
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elseif level == 21 then
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hp = 2120 * HPMod * GlobalHPMod
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pw = 500 * PWMod * GlobalPowerMod
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elseif level == 22 then
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hp = 2355 * HPMod * GlobalHPMod
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pw = 545 * PWMod * GlobalPowerMod
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elseif level == 23 then
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hp = 2595 * HPMod * GlobalHPMod
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pw = 575 * PWMod * GlobalPowerMod
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elseif level == 24 then
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hp = 2840 * HPMod * GlobalHPMod
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pw = 620 * PWMod * GlobalPowerMod
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elseif level == 25 then
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hp = 3080 * HPMod * GlobalHPMod
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pw = 670 * PWMod * GlobalPowerMod
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elseif level == 26 then
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hp = 3340 * HPMod * GlobalHPMod
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pw = 700 * PWMod * GlobalPowerMod
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elseif level == 27 then
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hp = 3600 * HPMod * GlobalHPMod
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pw = 755 * PWMod * GlobalPowerMod
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elseif level == 28 then
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hp = 3820 * HPMod * GlobalHPMod
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pw = 795 * PWMod * GlobalPowerMod
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elseif level == 29 then
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hp = 4240 * HPMod * GlobalHPMod
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pw = 835 * PWMod * GlobalPowerMod
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elseif level == 30 then
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hp = 4380 * HPMod * GlobalHPMod
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pw = 895 * PWMod * GlobalPowerMod
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elseif level == 31 then
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hp = 4570 * HPMod * GlobalHPMod
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pw = 935 * PWMod * GlobalPowerMod
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elseif level == 32 then
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hp = 4825 * HPMod * GlobalHPMod
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pw = 985 * PWMod * GlobalPowerMod
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elseif level == 33 then
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hp = 5030 * HPMod * GlobalHPMod
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pw = 1040 * PWMod * GlobalPowerMod
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elseif level == 34 then
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hp = 5240 * HPMod * GlobalHPMod
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pw = 1070 * PWMod * GlobalPowerMod
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elseif level == 35 then
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hp = 5455 * HPMod * GlobalHPMod
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pw = 1165 * PWMod * GlobalPowerMod
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elseif level == 36 then
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hp = 5735 * HPMod * GlobalHPMod
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pw = 1290 * PWMod * GlobalPowerMod
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elseif level == 37 then
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hp = 5875 * HPMod * GlobalHPMod
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pw = 1255 * PWMod * GlobalPowerMod
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elseif level == 38 then
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hp = 6095 * HPMod * GlobalHPMod
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pw = 1335 * PWMod * GlobalPowerMod
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elseif level == 39 then
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hp = 6320 * HPMod * GlobalHPMod
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pw = 1375 * PWMod * GlobalPowerMod
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elseif level == 40 then
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hp = 6550 * HPMod * GlobalHPMod
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pw = 1475 * PWMod * GlobalPowerMod
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elseif level == 41 then
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hp = 6805 * HPMod * GlobalHPMod
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pw = 1595 * PWMod * GlobalPowerMod
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elseif level == 42 then
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hp = 7260 * HPMod * GlobalHPMod
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pw = 1640 * PWMod * GlobalPowerMod
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elseif level == 43 then
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hp = 7295 * HPMod * GlobalHPMod
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pw = 1675 * PWMod * GlobalPowerMod
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elseif level == 44 then
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hp = 7835 * HPMod * GlobalHPMod
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pw = 1750 * PWMod * GlobalPowerMod
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elseif level == 45 then
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hp = 7920 * HPMod * GlobalHPMod
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pw = 1810 * PWMod * GlobalPowerMod
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elseif level == 46 then
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hp = 8125 * HPMod * GlobalHPMod
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pw = 1875 * PWMod * GlobalPowerMod
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elseif level == 47 then
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hp = 8490 * HPMod * GlobalHPMod
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pw = 2040 * PWMod * GlobalPowerMod
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elseif level == 48 then
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hp = 8785 * HPMod * GlobalHPMod
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pw = 2110 * PWMod * GlobalPowerMod
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elseif level == 49 then
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hp = 9020 * HPMod * GlobalHPMod
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pw = 2195 * PWMod * GlobalPowerMod
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elseif level == 50 then
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hp = 9325 * HPMod * GlobalHPMod
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pw = 2675 * PWMod * GlobalPowerMod
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elseif level > 50 then
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hp = 9625 * HPMod * GlobalHPMod
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pw = 2840 * PWMod * GlobalPowerMod
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end
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ModifyMaxHP(NPC, math.floor(hp))
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ModifyHP(NPC, math.floor(hp))
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ModifyMaxPower(NPC, math.floor(pw))
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ModifyPower(NPC, math.floor(hp))
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end
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--Automatically set heroic flags based on specified criteria
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function Heroic(NPC, Spawn)
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local group = GetGroup(NPC)
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if group ~= nil then
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local groupsize = #group
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if groupsize > 1 then
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SpawnSet(NPC, "heroic", 1)
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end
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end
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if difficulty == 8 or difficulty == 9 then
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SpawnSet(NPC, "heroic", 1)
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end
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end
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-- PATHING SCRIPTS --
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--[[ Randomized Movement Loops
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Call the RandomMovement() function in the NPC's spawn function.
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Example format: RandomMovement(NPC, Spawn, -5, 5, 2, 8, 15)
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This exampled sets the NPC to randomly move anywhere in a 5 meter radius
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from it's spawn point at a speed of 2, moving every 8-15 seconds.
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--]]
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function RandomMovement(NPC, Spawn, NegDist, PosDist, Speed, MinDly, MaxDly)
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local X = GetX(NPC)
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local Y = GetY(NPC)
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local Z = GetZ(NPC)
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MovementLoopAddLocation(NPC, X, Y, Z, Speed, MakeRandomInt(MinDly, MaxDly))
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MovementMod(NPC, Spawn, NegDist, PosDist, Speed, MinDly, MaxDly)
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MovementLoopAddLocation(NPC, X + LocModX, Y, Z + LocModZ, Speed, MakeRandomInt(MinDly, MaxDly))
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MovementMod(NPC, Spawn, NegDist, PosDist, Speed, MinDly, MaxDly)
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MovementLoopAddLocation(NPC, X + LocModX, Y, Z + LocModZ, Speed, MakeRandomInt(MinDly, MaxDly))
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MovementMod(NPC, Spawn, NegDist, PosDist, Speed, MinDly, MaxDly)
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MovementLoopAddLocation(NPC, X + LocModX, Y, Z + LocModZ, Speed, MakeRandomInt(MinDly, MaxDly))
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MovementMod(NPC, Spawn, NegDist, PosDist, Speed, MinDly, MaxDly)
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MovementLoopAddLocation(NPC, X + LocModX, Y, Z + LocModZ, Speed, MakeRandomInt(MinDly, MaxDly))
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MovementMod(NPC, Spawn, NegDist, PosDist, Speed, MinDly, MaxDly)
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MovementLoopAddLocation(NPC, X + LocModX, Y, Z + LocModZ, Speed, MakeRandomInt(MinDly, MaxDly))
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end
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function RandomMovementFlight(NPC, Spawn, NegDist, PosDist, NegHeight, PosHeight, Speed, MinDly, MaxDly)
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local X = GetX(NPC)
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local Y = GetY(NPC)
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local Z = GetZ(NPC)
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MovementLoopAddLocation(NPC, X, Y, Z, Speed, MakeRandomInt(MinDly, MaxDly))
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MovementLoopAddLocation(NPC, X + MakeRandomInt(NegDist, PosDist), Y + MakeRandomInt(NegHeight, PosHeight), Z + MakeRandomInt(NegDist, PosDist), Speed, MakeRandomInt(MinDly, MaxDly))
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MovementLoopAddLocation(NPC, X + MakeRandomInt(NegDist, PosDist), Y + MakeRandomInt(NegHeight, PosHeight), Z + MakeRandomInt(NegDist, PosDist), Speed, MakeRandomInt(MinDly, MaxDly))
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MovementLoopAddLocation(NPC, X + MakeRandomInt(NegDist, PosDist), Y + MakeRandomInt(NegHeight, PosHeight), Z + MakeRandomInt(NegDist, PosDist), Speed, MakeRandomInt(MinDly, MaxDly))
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MovementLoopAddLocation(NPC, X + MakeRandomInt(NegDist, PosDist), Y + MakeRandomInt(NegHeight, PosHeight), Z + MakeRandomInt(NegDist, PosDist), Speed, MakeRandomInt(MinDly, MaxDly))
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MovementLoopAddLocation(NPC, X + MakeRandomInt(NegDist, PosDist), Y + MakeRandomInt(NegHeight, PosHeight), Z + MakeRandomInt(NegDist, PosDist), Speed, MakeRandomInt(MinDly, MaxDly))
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end
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function MovementMod(NPC, Spawn, NegDist, PosDist, Speed, MinDly, MaxDly)
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MinNegDist = math.ceil(NegDist/2)
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MinPosDist = math.ceil(PosDist/2)
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MinX = MakeRandomInt(1,2)
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MinZ = MakeRandomInt(1,2)
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if MinX == 1 then
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LocModX = MakeRandomInt(MinNegDist, NegDist)
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elseif MinX == 2 then
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LocModX = MakeRandomInt(MinPostDist, PosDist)
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end
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if MinZ == 1 then
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LocModZ = MakeRandomInt(MinNegDist, NegDist)
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elseif MinZ == 2 then
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LocModZ = MakeRandomInt(MinPostDist, PosDist)
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end
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end
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-- Automatically calculate hit points, power, and regeneration for named NPCs
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function Named(NPC, Spawn)
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level = GetLevel(NPC)
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difficulty = GetDifficulty(NPC)
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NamedMod = 1.5
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AttributeMod = NamedMod * 2
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SpawnAnimations(NPC, Spawn)
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HealthPower(NPC)
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Attributes(NPC, Spawn)
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ModifyMaxHP(NPC, math.floor(hp * NamedMod))
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ModifyHP(NPC, math.floor(hp * NamedMod))
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ModifyMaxPower(NPC, math.floor(pw * NamedMod))
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ModifyPower(NPC, math.floor(hp * NamedMod))
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SetInfoStructUInt(NPC, "hp_regen_override", 1)
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SetInfoStructSInt(NPC, "hp_regen", (level * 2) + (difficulty * 2))
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SetInfoStructUInt(NPC, "pw_regen_override", 1)
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SetInfoStructSInt(NPC, "pw_regen", (level * 2) + (difficulty * 2))
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|
|
|
|
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--Disabled until named autoattack damage can be integrated into the Named() function.
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--[[SetInfoStructFloat(NPC, "str", finalStat * AttributeMod)
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SetStrBase(NPC, finalStat * AttributeMod)
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SetInfoStructFloat(NPC, "agi", finalStat * AttributeMod)
|
|
SetAgiBase(NPC, finalStat * AttributeMod)
|
|
SetInfoStructFloat(NPC, "sta", finalStat * AttributeMod)
|
|
SetStaBase(NPC, finalStat * AttributeMod)
|
|
SetInfoStructFloat(NPC, "intel", finalStat * AttributeMod)
|
|
SetIntBase(NPC, finalStat * AttributeMod)
|
|
SetInfoStructFloat(NPC, "wis", finalStat * AttributeMod)
|
|
SetWisBase(NPC, finalStat * AttributeMod) --]]
|
|
end
|
|
|
|
|
|
--Spawn Animations for specific NPC model types.
|
|
function SpawnAnimations(NPC, Spawn)
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|
|
|
if GetModelType(NPC) == 138 then
|
|
SetSpawnAnimation(NPC, 13016)
|
|
end
|
|
|
|
if GetModelType(NPC) == 1521 then
|
|
SetSpawnAnimation(NPC, 13016)
|
|
end
|
|
|
|
if GetModelType(NPC) == 140 then
|
|
SetSpawnAnimation(NPC, 13016)
|
|
end
|
|
|
|
if GetModelType(NPC) == 1584 then
|
|
SetSpawnAnimation(NPC, 13016)
|
|
end
|
|
|
|
if GetModelType(NPC) == 2411 then
|
|
SetSpawnAnimation(NPC, 13016)
|
|
end
|
|
|
|
if GetModelType(NPC) == 2412 then
|
|
SetSpawnAnimation(NPC, 13016)
|
|
end
|
|
|
|
if GetModelType(NPC) == 2413 then
|
|
SetSpawnAnimation(NPC, 13016)
|
|
end
|
|
|
|
end
|
|
|