did all that shit before adding Eldritch Edge and Blinging Brand and their dropIds and fixed the Evil Weapon mobs to spawn them. This is a fix for the os.time(t) thing because the NMs were spawning after killing the PHs.
General
-Add GoV require to mobs that had it missing
-Move the scripts for mobs that are supposed to be in Maze of Shakhrami there, from Crawler's Nest.
Ranguemont Pass
-Page 3: Add exp amount
-Page 7: Add array for mob amount
Bostaunieux Oubliette
-Page 5: Add exp amount
Toraimorai Canal
-Script mobs for all 8 pages
Dangruf Wadi
-Page 2: Add high level Goblins (Goblin family)
Inner Horutoto Ruins
-Page 7: Correct Skinnymajinx to Skinnymalinks
Ordelles Caves
-Page 4: Made Vorpal Bunnies count properly instead of as Seeker Bats
Outer Horutoto Ruins
-Page 5: Made Eight of Coins count properly instead of as Eight of Swords
The Eldieme Necropolis
-Update Grounds Tome script to have the correct offerings (page 7 was replaced by page 8, and 8 was replaced by Gusgen Mines page 1)
-Page 1/5: Add Hellbound Warrior/Sorcerer
Gusgen Mines
-Page 1/2: Added the high level skeletons to the skeleton family requirement
-Page 3: Made Bandersnatch count properly instead of for page 2
Crawler's Nest/Maze of Shakhrmai
-Update Grounds Tome script to have the correct offerings (page 2 was replaced by the one after it, causing them all to be shifted back one, with page 8 being from Maze of Shakhrami)
Garlaige Citadel
-Page 1: Add reward amount and Fallen Soldier (skeleton family)
-Update Grounds Tome script to have the correct offerings (page 7 was acting as another page 6)
The Boyahda Tree
-Page 2: Made Robber Crab count properly instead of for page 1
Ve'Lugannon Palace
-Page 1: Add Mystic Weapon and Ornamental Weapon
The Shrine of Ru'Avitau
-Page 2: Correct EXP amount
Ifrit's Cauldron
-Page 1/7: Add array for mob amount
-Page 6: Correct EXP amount
-Page 8: Correct script name for Hurricane Wyvern
Gustav Tunnel
-Page 2/3: Add Goblinsavior Heronox and Wyvernpoacher Drachlox (Goblin family)
Lower Delkfutt's Tower
-Page 1: Add array for mob amount, add EXP amount
Middle Delkfutt's Tower
-Page 1: Add array for mob amount, add EXP amount
Upper Delkfutt's Tower
-Page 2/4: Add array for mob amount, add EXP amount
Den of Rancor
-Page 2: Add array for mob amount, correct Mousse script name
-Page 5: Change EXP amount from one guess to a more "accurate" guess
-Page 6: Add Doom Toad amount to the mob array, correct name of Demonic Pugil in mob_spawn_points.sql, correct level of Demonic Pugil in mob_groups.sql
Sea Serpent Grotto
-Page 4: Correct array for mob amount (client has only two things, not 3).
-Increased the level of the spawned pets (there's no data on them, but 65-68 is definitely too low)
-Changed the rate of Vice/Deed from 50/50 to 25/75 respectively
-Corrected the mobid check for setting the spawn in one of the rooms.
-Merged all Aerns into one family, which I've renamed simply Aern, since each family has exactly the same values. This allows them to all link with each other. The weapon-exclusive mobskills are handled by the separation of mobskill list from families.
-Corrected the model of Ix'Aern DRK, Qn'Aern RDM, and Qn'Aern WHM.
-Added Qn'Aern RNG into mob_pools.sql so there would be RNG Aern helpers for whenever Ix'Aern DRK can be implemented. Reduced their level a bit because they're not as strong as Ix'Aern DRK.
Mobs should roam more similar to retail.
Added new roam mob mods, roam rate and roam turns.
Removed roam distance from mob groups table.
Added new setupRoaming method in mobutils.
Changed the HP of Tiamat, Vrtra, and Jormungand to 100k, and their auto-regen to 25/tic. This was after a discussion with Deadwing888, who has collected a lot of HNM data from retail. I'm certain that Vrtra was previously given a high rate of auto-regen because the wiki value of 40k HP was used, yet actual fights on retail seemed to be long for it to have only 40k HP.
Changed the name prefix on Tiamat (no more "the Tiamat").
Changed the behaviour on Cynoprosopi (NW Apollyon wyrm) to match Fafnir/Nidhogg (no turn).
-Added a check to see if either Kf'Ghrah is still alive to see if it should mimic a spell casted on it.
-Scripted the two Kf'Ghrah so they change form.
-Set the mods for Jailer of Fortitude and the two Kf'Ghrah in the database (2hr and 2hr multi for JoF, resistance/weakness for the Kf'Ghrah).
-Set Kf'Ghrah HP to 9k based on pixel guesstimation (seriously - http://i.imgur.com/VgTv45Z.png the difference being 1058 damage taken - source video: https://youtu.be/YYAIJGrb-rQ?t=280).
-Added Vorpal Blade to Jailer of Fortitude family; added Sickle Slash and Damnation Dive to Kf'Ghrah family.
-Fixed the name for Kf'Ghrah BLM in mob_pools.sql
-Gave Jailer of Fortitude the prismatic core look
-Moved the mods for Jailer of Fortitude and the two Kf'Ghrah to mob_spawn_mods.sql instead of their scripts.
-Changed Eo'Ghrah and Aw'Ghrah resistance based on core colour to be setMod instead of addMod.
-Moved the Core Meltdown chance to the mobskill, and gave it the 5% chance to actually happen. It was blowing up much more often before this.