The second argument of spawnMOB is *NOT* the depop timer from claim loss, it is a depop timer from spawn! To have depop from unclaimed, use MOBMOD_IDLE_DESPAWN
(If you ask me, this should be the other way around..But it is what it is.)
Original script author(s) did not make sure mob wasn't already up before deleting pop item and were using the wrong thing to try and make mob depop after party wipe.
This modifier will allow mobs to have 2hrs in their particular moveset in mob_skill.sql without being able to use it as a random tp move. If the mod is set to 1, each 2hr script will return 1 in the onMonSkillCheck function. This will allow all mobs with 2hrs that are unscripted to use them as normal.
When an ability is forced to be used by the script, it bypasses the onMobSkillCheck function, and just uses the skill. This is why I didn't need to add an additional check. Also, since the skill parameter is used to pass along the duration for some of these scripted 2hrs, I modified the check to use the param value if the mobmod is set and the param value is not 0. Otherwise, it defaults to the standard duration.
I looked through mob_skill.sql to see what mob families had 2hrs in their skillset, and determined whether they needed the new mobmod, or simply to have the standard enable 2hr mobmod set, and added them accordingly to mob_spawn_mods.sql. Cardians and Tyger had their 2hr skills removed as they weren't necessary - Cardians got them as normal mobmods for the specific NMs, while Tyger has no mention of having Mighty Strikes on any wiki, so I commented it out for now.
This also fixes the issue of mobs being unable to use specific 2hr abilities, such as Benediction and Hundred Fists.
Enabled the ability to spawn it via trade.
Gave it the ability to cast Burst II and Thundaga III instantly for up to a minute after using Plasma Charge.
Bumped up Phuabo movespeed to 70 as they are supposed to have enhanced movement speed.
-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.
Commented a chunk of mob list that isn't behaving properly. As a result, Sargas does not spawn. Not my error: happens on a clean copy trunk.
Also corrected a few format things, typos and comment alignment etc.
Had my parameters out of order when I "fixed" that en-drain effect...Its done properly now.
All as retail accurate as possible with data available on the web, including special behavior. Wiki reports for mob tp "spam" are inconsistent, mobs may in fact have very high storeTP instead of regain, or simply be coded to use the same move multiple times when they "go" but I cannot verify this.
Added Requiem to list of things mobs can be made immune to.
Increased MAX_DROPID.
Added duplicate spawn points to Calcabrina to eliminate an error, because somebody decided everything MUST have 50 spawn points even when they don't have that many in retail.
Fixed a naming issue with Selh'teus in SQL. Convention has always been to remove punctuation, having it there silently (no error message) broke an import for me. Made sure script renamed to match and used the other older existing entries for the NPC as a guide.
fixed getExtraVar with 3 vars
added setFlag to modify the flag of a status effect via script
changed hasStatusEffect to not check the effect icon
SCRIPTS: modified spawnmob to take the intended optional arguments
added EFFECT_ALL_MISS to make all attacks miss (instead of evade like Perfect Dodge)
added Tiamat mobskill scripts
added Tiamat fight logic
SQL: split Tiamat from Wyrm into her own family
added Tiamat mob_skills entries
Also fixed Droprates of High Level efts in Bibiki Bay, and most Antlion types on Aht. Chasm
- Lowered Defenders HP to proper value
- Fixed droplist loot prioritys of sky gods & the other Abjuration HNM's (no more rare/ex items auto-dropping because of loot table overflow), fixed a few dolls in sky facing wrong way (Aggroing variety)
- Removed a comment on Windy fishing guild so Mithran Fish Rod can be sold
- 3 Beastman Kings + their PH NMs: fixed loot tables, gave 2hrs if needed, made Zu Dha larger, gave text IDs (commented out until I can get messagePublic working..)
- Emergent Elm: Drop rate on claymore increased from 10% to 20% (FFXIDB). Fixed to lottery spawn properly. Giving 30k HP for now. Gave immunity to sleep
- Dea: Added 6,000 gil drop. Gave him ~7% increased move speed. Added 1 hour Rage timer.
- Gave Cerberus his proper respawn window.
- Energetic Eruca will now spawn. Gave 22,500 HP. Altered the Staff drop rate to be slightly higher (20%). Reduced respawn time to 24 hours. (was 26)
- Depot only knows Panzefasut. Faust only knows Typhoon
- Bloodsucker (NM) will now spawn. Gave him an increased size in comparison to the other leeches.
- Elementals in the Shrine of RuAvitau weren't dropping clusters.
- Volotous Vivian will now drop 20-24k gil
- Gave Faust and Zipacna 30' aggro range. Gave the rest of the golem family a 4' aggro range (lack of info on this, Some golems might have a slightly higher range)
- commented out a few more incorrect tenshodo guild event ID's from my recent patch (Sorry I Coudlnt find the correct ones yet :( )
- Mahishasura will now spawn. 10% drop rate on gun. Immune to grav bind sleep. only uses stampede
- Nis Puk added. 10% drop rate on belt. Couldn't get him to lotto spawn properly.. will respawn every 12 hours
- Scripts added to Spawn Mycophile, Orctrap, Tempest Tigon
- Gave minataur an event spawn type flag so he's not roaming about his spawn like a fool. Also gave him an increased sight range of 25'
- Scripted Cancer (Kuftal). Giving 6.5k HP for now. made him take 1/2 damage from all physical
- Morion worm and Phantom worm now (mostly) functional. Needs an LUA binding for the ???'s to move about every 15m, but this will do for now! Gave both auto-regen mods (10 and 50)
- gave Nunyunuwi his "potent auto regen" @ 100 /3s Also gave him bindga / dispelga
- Addled tumor was spawning in the wrong spot in Aqueducts.