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This repository has been archived by the owner on Jan 3, 2022. It is now read-only.
{% hint style="info" %}
Summon, denoted by special attack 1 or "S" (old code), allows you to teleport the player to the NPC, or the NPC to the player.
{% endhint %}
Settings
Defaults
Level 1
Summon Target to NPC
0
Level 2
Summon NPC to Target
0
Parameter 0
Cooldown in ms
6000
Parameter 1
HP ratio required to summon
97
Example:
1,1,2,10000,90
1
Special Attack "Summon"
1
Special Attack "Summon" enabled
2
Summon npc to target enabled
10000
10 second cooldown
90
Requires 90 percent or less HP
Enrage (2)
{% hint style="info" %}
Enrage, denoted by special attack 2 or "E" (old code), allows the NPC to riposte incoming melee attacks.
{% endhint %}
Settings
Defaults
Parameter 0
HP percent required to enrage
Rule: NPC:StartEnrageValue
Parameter 1
Duration of Special Attack in ms
10000
Parameter 2
Cooldown of Special Attack in ms
360000
Example:
2,1,25,8000,60000
2
Special Attack "Enrage"
1
Special Attack "Enrage" enabled
25
Begin Special Attack when HP reaches 25 percent
8000
Special Attack will last 8 seconds
60000
Special Attack will cooldown in 1 minute
Rampage (3)
{% hint style="info" %}
Rampage, denoted by special attack 3 or "R" (old code), allows the NPC to attack additional players.
{% endhint %}
Settings
Defaults
Parameter 0
Percent chance of Special Attack Proc
20 percent
Parameter 1
Special Attack Target Count
Rule: Combat:MaxRampageTargets
Parameter 2
Percent of a normal attack damage to deal
100
Parameter 3
Flat damage bonus to add to the Special Attack
0
Parameter 4
Percent of AC ignored for the Special Attack
0
Parameter 5
Flat amount of AC ignored for the Special Attack
0
Parameter 6
Percent of natural crit used by this Special Attack
100
Parameter 7
Flat crit bonus to add to base crit for the Special Attack
0
Example:
3,1,15,1,75
3
Special Attack "Rampage"
1
Special Attack "Rampage" enabled
15
15 percent chance to proc
1
1 target
75
75 percent of normal damage
Area Rampage (4)
{% hint style="info" %}
Area Rampage, denoted by special attack 4 or "r" (old code), allows the NPC to attack additional players.
{% endhint %}
Settings
Defaults
Parameter 0
Percent chance of Special Attack Proc
20 percent
Parameter 1
Special Attack Target Count
-1 (all in range)
Parameter 2
Percent of a normal attack damage to deal
100
Parameter 3
Flat damage bonus to add to the Special Attack
0
Parameter 4
Percent of AC ignored for the Special Attack
0
Parameter 5
Flat amount of AC ignored for the Special Attack
0
Parameter 6
Percent of natural crit used by this Special Attack
100
Parameter 7
Flat crit bonus to add to base crit for the Special Attack
0
Example:
4,1,15,-1,75
4
Special Attack "Area Rampage"
1
Special Attack "Area Rampage" enabled
15
15 percent chance to proc
-1
All targets within range
75
75 percent of normal damage
Flurry (5)
{% hint style="info" %}
Flurry, denoted by special attack 5 or "F" (old code), allows the NPC to have additional melee attacks against a player.
{% endhint %}
Settings
Defaults
Parameter 0
Percent chance of Special Attack Proc
Rule: Combat:NPCFlurryChance
Parameter 1
Special Attack count
Rule: Combat:MaxFlurryHits
Parameter 2
Percent of a normal attack damage to deal
100
Parameter 3
Flat damage bonus to add to the Special Attack
0
Parameter 4
Percent of AC ignored for the Special Attack
0
Parameter 5
Flat amount of AC ignored for the Special Attack
0
Parameter 6
Percent of natural crit used by this Special Attack
100
Parameter 7
Flat crit bonus to add to base crit for the Special Attack
0
Example:
5,1,25,5,50
5
Special Attack "Flurry"
1
Special Attack "Flurry" enabled
25
25 percent chance to proc
5
5 added attacks
50
50 percent of normal damage
Triple Attack (6)
{% hint style="info" %}
Triple Attack, denoted by special attack 6 or "T" (old code), allows the NPC to have three melee attacks against a player.
{% endhint %}
Settings
Defaults
Bool
1 = on, 0 = off
0
Example:
6,1
6
Special Attack "Triple Attack"
1
Special Attack "Triple Attack" enabled
Quad Attack (7)
{% hint style="info" %}
Quad Attack, denoted by special attack 7 or "Q" (old code), allows the NPC to have four melee attacks against a player.
{% endhint %}
Settings
Defaults
Bool
1 = on, 0 = off
0
Example:
7,1
7
Special Attack "Quad Attack"
1
Special Attack "Quad Attack" enabled
Dual Wield (8)
{% hint style="info" %}
Dual Wield, denoted by special attack 8 or "L" (old code), allows the NPC to utilize two weapons.
{% endhint %}
Settings
Defaults
Bool
1 = on, 0 = off
0
Example:
8,1
8
Special Attack "Dual Wield"
1
Special Attack "Dual Wield" enabled
Bane Attack (9)
{% hint style="info" %}
Bane Attack, denoted by special attack 9 or "b" (old code), gives the NPC the ability to hit NPCs that require bane weapons to damage.
{% endhint %}
Settings
Defaults
Bool
1 = on, 0 = off
0
Example:
9,1
9
Special Attack "Bane Attack"
1
Special Attack "Bane Attack" enabled
Magical Attack (10)
{% hint style="info" %}
Magical Attack, denoted by special attack 10 or "m" (old code), gives the NPC the ability to hit NPCs that require magical weapons to damage.
{% endhint %}
Settings
Defaults
Bool
1 = on, 0 = off
0
Example:
10,1
10
Special Attack "Magical Attack"
1
Special Attack "Magical Attack" enabled
Ranged Attack (11)
{% hint style="info" %}
Ranged Attack, denoted by special attack 11 or "Y" (old code), gives the NPC the ability to perform ranged attacks if their target is out of melee range.
{% endhint %}
Settings
Defaults
Parameter 0
Minimum ranged distance
25
Parameter 1
Maximum ranged distance
250
Parameter 2
Percent hit chance modifier
0
Parameter 3
Percent damage modifier
0
Example:
11,1,50
11
Special Attack "Ranged Attack"
1
Special Attack "Ranged Attack" enabled
50
Minimum distance 50 units
Unslowable (12)
{% hint style="info" %}
Unslowable, denoted by special attack 12 or "U" (old code), makes the NPC immune to slow effects.
{% endhint %}
Settings
Defaults
Bool
1 = on, 0 = off
0
Example:
12,1
12
Special Attack "Unslowable"
1
Special Attack "Unslowable" enabled
Unmezable (13)
{% hint style="info" %}
Unmezable, denoted by special attack 13 or "M" (old code), makes the NPC immune to mesmerization effects.
{% endhint %}
Settings
Defaults
Bool
1 = on, 0 = off
0
Example:
13,1
13
Special Attack "Unmezable"
1
Special Attack "Unmezable" enabled
Uncharmable (14)
{% hint style="info" %}
Uncharmable, denoted by special attack 14 or "C" (old code), makes the NPC immune to charm effects.
{% endhint %}
Settings
Defaults
Bool
1 = on, 0 = off
0
Example:
14,1
14
Special Attack "Uncharmable"
1
Special Attack "Uncharmable" enabled
Unstunable (15)
{% hint style="info" %}
Unstunable, denoted by special attack 15 or "N" (old code), makes the NPC immune to stun effects.
{% endhint %}
Settings
Defaults
Bool
1 = on, 0 = off
0
Example:
15,1
15
Special Attack "Unstunable"
1
Special Attack "Unstunable" enabled
Unsnareable (16)
{% hint style="info" %}
Unsnareable, denoted by special attack 16 or "I" (old code), makes the NPC immune to snare effects.
{% endhint %}
Settings
Defaults
Bool
1 = on, 0 = off
0
Example:
16,1
16
Special Attack "Unsnareable"
1
Special Attack "Unsnareable" enabled
Unfearable (17)
{% hint style="info" %}
Unfearable, denoted by special attack 17 or "D" (old code), makes the NPC immune to fear effects.
{% endhint %}
Settings
Defaults
Bool
1 = on, 0 = off
0
Example:
17,1
17
Special Attack "Unfearable"
1
Special Attack "Unfearable" enabled
Immune to Dispell (18)
{% hint style="info" %}
Immune to Dispell, denoted by special attack 18 or "K" (old code), makes the NPC immune to dispelling spells.
{% endhint %}
Settings
Defaults
Bool
1 = on, 0 = off
0
Example:
18,1
18
Special Attack "Immune to Dispell"
1
Special Attack "Immune to Dispell" enabled
Immune to Melee (19)
{% hint style="info" %}
Immune to Melee, denoted by special attack 19 or "A" (old code), makes the NPC immune to all melee damage.
{% endhint %}
Settings
Defaults
Bool
1 = on, 0 = off
0
Example:
19,1
19
Special Attack "Immune to Melee"
1
Special Attack "Immune to Melee" enabled
Immune to Magic (20)
{% hint style="info" %}
Immune to Magic, denoted by special attack 20 or "B" (old code), makes the NPC immune to all magic spells.
{% endhint %}
Settings
Defaults
Bool
1 = on, 0 = off
0
Example:
20,1
20
Special Attack "Immune to Magic"
1
Special Attack "Immune to Magic" enabled
Immune to Fleeing (21)
{% hint style="info" %}
Immune to Fleeing, denoted by special attack 21 or "f" (old code), prevents the NPC from fleeing under any circumstances.
{% endhint %}
Settings
Defaults
Bool
1 = on, 0 = off
0
Example:
21,1
21
Special Attack "Immune to Fleeing"
1
Special Attack "Immune to Fleeing" enabled
Immune to Non-Bane Damage (22)
{% hint style="info" %}
Immune to Non-Bane Damage, denoted by special attack 22 or "O" (old code), prevents the NPC from being damaged by weapons that don't have the bane type matching its bodytype.
{% endhint %}
Settings
Defaults
Bool
1 = on, 0 = off
0
Example:
22,1
22
Special Attack "Immune to Non-Bane Damage"
1
Special Attack "Immune to Non-Bane Damage" enabled
Immune to Non-Magical Damage (23)
{% hint style="info" %}
Immune to Non-Magical Damage, denoted by special attack 23 or "W" (old code), prevents the NPC from being damaged by weapons that are not magical.
{% endhint %}
Settings
Defaults
Bool
1 = on, 0 = off
0
Example:
23,1
23
Special Attack "Immune to Non-Bane Damage"
1
Special Attack "Immune to Non-Bane Damage" enabled
Will Not Aggro (24)
{% hint style="info" %}
Will Not Aggro, denoted by special attack 24 or "H" (old code), prevents a player from getting on an NPC's hate list.
{% endhint %}
Settings
Defaults
Bool
1 = on, 0 = off
0
Example:
24,1
24
Special Attack "Will Not Aggro"
1
Special Attack "Will Not Aggro" enabled
Immune to Aggro (25)
{% hint style="info" %}
Immune to Aggro, denoted by special attack 25 or "G" (old code), prevents the NPC from getting on an NPC's hate list.
{% endhint %}
Settings
Defaults
Bool
1 = on, 0 = off
0
Example:
25,1
25
Special Attack "Immune to Aggro"
1
Special Attack "Immune to Aggro" enabled
Resist Ranged Spells (26)
{% hint style="info" %}
Resist Ranged Spells, denoted by special attack 26 or "g" (old code), prevents the NPC from being damaged from spells cast outside of melee range ("belly caster" mob).
{% endhint %}
Settings
Defaults
Bool
1 = on, 0 = off
0
Example:
26,1
26
Special Attack "Resist Ranged Spells"
1
Special Attack "Resist Ranged Spells" enabled
See through Feign Death (27)
Settings
Defaults
Bool
1 = on, 0 = off
0
Example:
27,1
27
Special Attack "See through Feign Death"
1
Special Attack "See through Feign Death" enabled
Immune to Taunt (28)
{% hint style="info" %}
Immune to Taunt, denoted by special attack 28 or "i" (old code), prevents the NPC from taunted by players.
{% endhint %}
Settings
Defaults
Bool
1 = on, 0 = off
0
Example:
28,1
28
Special Attack "Immune to Taunt"
1
Special Attack "Immune to Taunt" enabled
Tunnel Vision (29)
{% hint style="info" %}
Tunnel Vision, denoted by special attack 29 or "t" (old code), makes anyone not on the top of the hate list generate a different amount of hate.
{% endhint %}
Settings
Defaults
Parameter 0
aggro modifier
Rule: Aggro:TunnelVisionAggroMod
Example:
29,1,0
29
Special Attack "Tunnel Vision"
1
Special Attack "Tunnel Vision" enabled
0
aggro modifier 0
Does NOT buff/heal friends (30)
{% hint style="info" %}
Does NOT buff/heal friends, denoted by special attack 30 or "n" (old code), makes the NPC NOT buff or heal members of the same faction.
{% endhint %}
Settings
Defaults
Bool
1 = on, 0 = off
0
Example:
30,1
30
Special Attack "Does NOT buff/heal friends"
1
Special Attack "Does NOT buff/heal friends" enabled
Unpacifiable (31)
{% hint style="info" %}
Unpacifiable, denoted by special attack 31 or "p" (old code), makes the NPC immune to lull effects.
{% endhint %}
Settings
Defaults
Bool
1 = on, 0 = off
0
Example:
31,1
31
Special Attack "Unpacifiable"
1
Special Attack "Unpacifiable" enabled
Leashed (32)
{% hint style="info" %}
Leashed, denoted by special attack 32 or "J" (old code), makes the NPC return to their aggro point, fully heal, and wipes their hate list if the NPC is pulled out of a particular range.
{% endhint %}
Settings
Defaults
Parameter 0
range
aggro range * aggro range
Example:
32,1,150
32
Special Attack "Leashed"
1
Special Attack "Leashed" enabled
150
Leash at 150 units
Tethered (33)
{% hint style="info" %}
Tethered, denoted by special attack 33 or "j" (old code), is used to leashe the mob to their aggro range.
{% endhint %}
Settings
Defaults
Parameter 0
range
aggro range * aggro range
Example:
33,1,100
33
Special Attack "Tethered"
1
Special Attack "Tethered" enabled
100
Leash at 100 units
Destructible Object (34)
{% hint style="info" %}
Destructible Object, denoted by special attack 34 or "o" (old code), is used on destructing NPCs. (Deprecated?)
{% endhint %}
Settings
Defaults
Bool
1 = on, 0 = off
0
Example:
34,1
34
Special Attack "Destructible Object"
1
Special Attack "Destructible Object" enabled
No Harm from Players (35)
{% hint style="info" %}
No Harm from Players, denoted by special attack 35 or "Z" (old code), prevents players from being able to harm the NPC in any way.
{% endhint %}
Settings
Defaults
Bool
1 = on, 0 = off
0
Example:
35,1
35
Special Attack "No Harm from Players"
1
Special Attack "No Harm from Players" enabled
Always Flee (36)
{% hint style="info" %}
Always Flee, denoted by special attack 36, makes the NPC flee at low health even if faction allies are near.
{% endhint %}
Settings
Defaults
Bool
1 = on, 0 = off
0
Example:
36,1
36
Special Attack "Always Flee"
1
Special Attack "Always Flee" enabled
Flee Percentage (37)
{% hint style="info" %}
Flee Percentage, denoted by special attack 37, makes the NPC flee at low health even if faction allies are near, at a given percent.
{% endhint %}
Settings
Defaults
Level 1
Percent NPC will flee at
Parameter 0
Percent chance to flee
Example:
37,10
37
Special Attack "Flee Percentage"
10
Flee when health reaches 10 percent
Allow Beneficial (38)
{% hint style="info" %}
Allow Beneficial, denoted by special attack 38, allows players to cast beneficial spells on the NPC.
{% endhint %}
Settings
Defaults
Bool
1 = on, 0 = off
0
Example:
38,1
38
Special Attack "Allow Beneficial"
1
Special Attack "Allow Beneficial" enabled
Disable Melee (39)
{% hint style="info" %}
Disable Melee, denoted by special attack 39, makes the NPC unable to melee, but does allow the NPC to aggro.
{% endhint %}
Settings
Defaults
Bool
1 = on, 0 = off
0
Example:
39,1
39
Special Attack "Disable Melee"
1
Special Attack "Disable Melee" enabled
Chase Distance (40)
{% hint style="info" %}
Chase Distance, denoted by special attack 40, establishes the minimum and maximum distances between the NPC and an aggro player.
{% endhint %}
Settings
Defaults
Parameter 0
Maximum chase distance
Parameter 1
Minimum chase distance
Parameter 2
Ignore line of sight
Example:
40,1,200,20
40
Special Attack "Chase Distance"
1
Special Attack "Chase Distance" enabled
200
NPC will chase you if you're greater than 200 units away
20
NPC will chase you if you're less than 20 units away
Allow Tank (41)
{% hint style="info" %}
Allow Tank, denoted by special attack 41, sets the NPC to allow other NPCs to take aggro from players.
{% endhint %}
Settings
Defaults
Bool
1 = on, 0 = off
0
Example:
41,1
41
Special Attack "Allow Tank"
1
Special Attack "Allow Tank" enabled
Ignore Root Aggro (42)
{% hint style="info" %}
Ignore Root Aggro, denoted by special attack 42, sets the NPC to ignore the rules of root aggro--the NPC will not attack the closest player, but rather the player on top of the hate list.
{% endhint %}
Settings
Defaults
Bool
1 = on, 0 = off
0
Example:
42,1
42
Special Attack "Ignore Root Aggro"
1
Special Attack "Ignore Root Aggro" enabled
Casting Resist Diff (43)
{% hint style="info" %}
Casting Resist Diff, denoted by special attack 43, makes the NPC's spells cast at a different resist level.
{% endhint %}
Settings
Defaults
Parameter 0
Flat modifier to the resist diff of the spell
0
Example:
43,1,-200
43
Special Attack "Casting Resist Diff"
1
Special Attack "Casting Resist Diff" enabled
-200
Add -200 to the resist modifier for the spell cast
Counter Avoid Damage (44)
{% hint style="info" %}
Counter Avoid Damage, denoted by special attack 44, makes the NPC more likely to hit a player, decreasing their chance for at avoiding melee through dodge/parry/riposte/etc.
{% endhint %}
Settings
Defaults
Parameter 0
Flat negative percent modifier to ALL avoidance skills
0
Parameter 1
Flat negative percent modifier to Riposte skill
0
Parameter 2
Flat negative percent modifier to Parry skill
0
Parameter 3
Flat negative percent modifier to Block skill
0
Parameter 4
Flat negative percent modifier to Dodge skill
0
Examples:**
44,1,50
44
Special Attack "Counter Avoid Damage"
1
Special Attack "Counter Avoid Damage" enabled
50
50 percent reduction to ALL avoidance skills
44,1,0,0,0,0,50
44
Special Attack "Counter Avoid Damage"
1
Special Attack "Counter Avoid Damage" enabled
0
0 percent reduction to ALL avoidance skills
0
0 percent reduction to Riposte avoidance skill
0
0 percent reduction to Parry avoidance skill
0
0 percent reduction to Block avoidance skill
50
50 percent reduction to Dodge avoidance skill
Proximity Aggro (45)
{% hint style="info" %}
Proximity Aggro, denoted by special attack 45, allows the NPC to engage new clients while in combat if the client is within their proximity.
{% endhint %}
Example:
45,1
45
Special Attack "Proximity Aggro"
1
Special Attack "Proximity Aggro" enabled
Immune Ranged Attacks (46)
{% hint style="info" %}
Immune Ranged Attacks, denoted by special attack 46, makes the NPC immune to ranged attacks.
{% endhint %}
Example:
46,1
46
Special Attack "Immune Ranged Attacks"
1
Special Attack "Immune Ranged Attacks" enabled
Immune Client Damage (47)
{% hint style="info" %}
Immune Client Damage, denoted by special attack 47, makes the NPC immune to damage by clients.
{% endhint %}
Example:
47,1
47
Special Attack "Immune Client Damage"
1
Special Attack "Immune Client Damage" enabled
Immune NPC Damage (48)
{% hint style="info" %}
Immune NPC Damage, denoted by special attack 48, makes the NPC immune to damage by NPCs.
{% endhint %}
Example:
48,1
48
Special Attack "Immune NPC Damage"
1
Special Attack "Immune NPC Damage" enabled
Immune Client Aggro (49)
{% hint style="info" %}
Immune Client Aggro, denoted by special attack 49, makes the NPC immune to aggro by clients.
{% endhint %}
Example:
49,1
49
Special Attack "Immune Client Aggro"
1
Special Attack "Immune Client Aggro" enabled
Immune NPC Aggro (50)
{% hint style="info" %}
Immune NPC Aggro, denoted by special attack 50, makes the NPC immune to aggro by NPCs.
{% endhint %}
Example:
50,1
50
Special Attack "Immune NPC Aggro"
1
Special Attack "Immune NPC Aggro" enabled
Modify Avoid Damage (51)
Modifies Avoid Damage, denoted by special attack 51, modifies the NPCs chance to avoid melee through dodge/parry/riposte/etc.