Editing NPCs
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* [[Aggro]] | * [[Aggro]] | ||
* [[Akhevan language and social structure]] | * [[Akhevan language and social structure]] | ||
* [[Distribution Facilitator XCV]] (Living Legacy quests reward distributor) | * [[Distribution Facilitator XCV]] (Living Legacy quests reward distributor) | ||
* [[Faction]] | * [[Faction]] | ||
* [[Marcia Attamilgad]] - The Shadiest Swashbuckler | * [[Marcia Attamilgad]] - The Shadiest Swashbuckler | ||
* [[Mercenaries]] | * [[Mercenaries]] | ||
* [[Old Man McKenzie]] | * [[Old Man McKenzie]] | ||
* [[Pulling guide]] | * [[Pulling guide]] | ||
* [[Quillmane]] | * [[Quillmane]] | ||
== Consider messages (faction and difficulty) == | ==Consider messages (faction and difficulty)== | ||
When you Consider NPCs (/con) you will get a message. The message relays two things. The first is the NPCs attitude toward you. The second is how tough the NPC is compared to you. | |||
When you Consider NPCs (/con) you will get a message. The message relays | |||
Attitude (from worst to best): | |||
ready to attack, threateningly, dubious, apprehensive, indifferent, amiably, kindly, warmly, ally | ready to attack, threateningly, dubious, apprehensive, indifferent, amiably, kindly, warmly, ally | ||
NPCs will attack you on sight if "ready to attack" and "threateningly | NPCs will attack you on sight if "ready to attack" and "threateningly". They will not attack but will refuse to trade if "dubious". | ||
How tough: | |||
Gray: xxx, Green: xxx, Light blue: looks kind of dangerous, Dark blue: it appears to be quite formidable, White: looks like quite a gamble, Yellow: xxx, Red: what would you like your tombstone to say? | |||
==Spawn Timers== | |||
"Actually we just reduced the spawn times for everything Luclin and below (I think we stopped there - pretty sure) to 3 days +/- (X) less than a year ago for all raid targets that were over that limit. There are no plans to reduce it any further at this time." - Nodyin, EQ Designer http://forums.station.sony.com/eqold/posts/list.m?start=0&topic_id=106875� | "Actually we just reduced the spawn times for everything Luclin and below (I think we stopped there - pretty sure) to 3 days +/- (X) less than a year ago for all raid targets that were over that limit. There are no plans to reduce it any further at this time." - Nodyin, EQ Designer http://forums.station.sony.com/eqold/posts/list.m?start=0&topic_id=106875� | ||
===Ancient Cyclops=== | |||
=== Ancient Cyclops === | |||
"There's one spawn in South Ro with a 30.66666666 minute repop time that has a 10% chance of being the ancient cyclops, but he has to spawn at night. He's on the same spawn table with a_desert_madman, a_dervish_cutthroat, a_sand_giant, and a_mummy." - Prathun, EQ Designer http://forums.station.sony.com/eqold/posts/list.m?topic_id=143508 | "There's one spawn in South Ro with a 30.66666666 minute repop time that has a 10% chance of being the ancient cyclops, but he has to spawn at night. He's on the same spawn table with a_desert_madman, a_dervish_cutthroat, a_sand_giant, and a_mummy." - Prathun, EQ Designer http://forums.station.sony.com/eqold/posts/list.m?topic_id=143508 | ||
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== Mob debuff / DoT limit == | == Mob debuff / DoT limit == | ||
According to [http://forums.station.sony.com/eq/index.php?threads/mob-debuff-dot-limit.5208/page-4#post-66838 this thread], the maximum debuffs / DoTs that may be placed on mob is 97. The 97 consists of 55 hard coded (which are displayed by the UI) + 42 that everybody has (which are not displayed on mobs). | |||
== Rare creatures == | == Rare creatures == | ||
{{Cquote|Some quick answers: | |||
{{Cquote| | |||
Up until recently, it was hit or miss on whether classic spawns that would meet our criteria as 'rare' were flagged. However, as hunter achievements have been implemented, we've identified and flagged these NPCs. | Up until recently, it was hit or miss on whether classic spawns that would meet our criteria as 'rare' were flagged. However, as hunter achievements have been implemented, we've identified and flagged these NPCs. | ||
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NPCs flagged as rare have a higher chance to spawn during a bonus rares event. The bonus is a multiplier on their chance. So, for example, if the bonus were 76%, a rare NPC that has a 10% chance to spawn on its encounter will have a 17.6% chance instead. Note that this does not guarantee the rare, but it does make it significantly more likely to appear. | NPCs flagged as rare have a higher chance to spawn during a bonus rares event. The bonus is a multiplier on their chance. So, for example, if the bonus were 76%, a rare NPC that has a 10% chance to spawn on its encounter will have a 17.6% chance instead. Note that this does not guarantee the rare, but it does make it significantly more likely to appear. | ||
The bonus for rares for the Independence Weekend is 76%, the same as faction and experience.||| [https://forums.daybreakgames.com/eq/index.php?threads/so-about-that-76-named-spawn-rate.242344/#post-3563050 Prathun, EverQuest Developer | The bonus for rares for the Independence Weekend is 76%, the same as faction and experience.||| [https://forums.daybreakgames.com/eq/index.php?threads/so-about-that-76-named-spawn-rate.242344/#post-3563050 Prathun, EverQuest Developer]}} | ||
== Behavior == | == Behavior == | ||
{{Cquote|NCD is short for "NPC Command." A spawn has a list of sequential NCDs that determine their out of combat behavior. This behavior is the same regardless of what creature(s) are rolled up on the encounter for that spawn. For most modern spawns, their NCDs are 1. Go home, 2. Wait. or 1. Wander route, 2. Wait. These commands loop in most cases, unless an NCD is a goto NCD X or other edge cases, but I digress... [http://everquest.allakhazam.com/search.html?q{{=}}Lord+Elgnub#Mobs Lord Elgnub]'s spawn's NCDs are 1. Go home, 2. Wait, 3. Despawn.||| [https://forums.daybreakgames.com/eq/index.php?threads/42-hours-no-lord-elgnub.242945/#post-3570687 Prathun, EQ Developer]}} | {{Cquote|NCD is short for "NPC Command." A spawn has a list of sequential NCDs that determine their out of combat behavior. This behavior is the same regardless of what creature(s) are rolled up on the encounter for that spawn. For most modern spawns, their NCDs are 1. Go home, 2. Wait. or 1. Wander route, 2. Wait. These commands loop in most cases, unless an NCD is a goto NCD X or other edge cases, but I digress... [http://everquest.allakhazam.com/search.html?q{{=}}Lord+Elgnub#Mobs Lord Elgnub]'s spawn's NCDs are 1. Go home, 2. Wait, 3. Despawn.||| [https://forums.daybreakgames.com/eq/index.php?threads/42-hours-no-lord-elgnub.242945/#post-3570687 Prathun, EQ Developer]}} | ||
[[Category:EverQuest]] | [[Category:EverQuest]] | ||
[[Category:NPCs]] | [[Category:NPCs]] |