npc for remainging assault areas
remaining todo:
-coffers that are spawned by default for the first assault added
-create new pools with correct size and nm status for all assault mobs.
For the one THF AF NM, I made it set the spawn point before spawning it, instead of attempting to move a mob that's in combat. Since the function that was used before explicitly has a comment saying not to use it on mobs in combat. For Armed Gears, I just set the spawn point to the pos of the ??? that spawns it, which is a hell of a lot more correct than spawning outside of the room and in the floor.
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).
The checks were being thrown out of whack because of onMobDeath running for every player in the group, so I borrowed code from the Maat's Cap check to fix it. Each trigger mob will set a specific bit on the appropriate variable if it's not already set, and when the variable has reached the correct value (ie. all triggers are dead), the TE will spawn and variable is cleared.
I also corrected the mob group of two TEs, as they were spawning as eyes instead of statues.