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Monster Summon Skill Behaviour

Discussion on Monster Summon Skill Behaviour within the SRO PServer Questions & Answers forum part of the SRO Private Server category.

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Monster Summon Skill Behaviour

Hello everyone,

I'm currently playing around with skills and wanted to add a new monster summon skill for a custom monster I've added. During this I've stumbled upon a few questions and a weird skill behaviour.

The skill is basically just a copy of "MSKILL_CH_TIGERWOMAN_SUMMON01" just with a different monster that's summoned. Now there's a problem that summons appear even when the HP is still at 100% and it should only appear when HP is 80% or below (which is defined in "AI_AttackChance" column as far as I could see after analyzing the other summon skills of TG). I've also changed the skill to the original TG summon skill to make sure it's not my skill that's wrong, but the behaviour is still the same. So I thought it might be connected to Tab_RefTactics or maybe the monster itself, but even when copying this it's still the same. What am I missing?

Another thing that I don't really understand is the difference between "Action_ReuseDelay" and "Action_CoolTime". While "Action_ReuseDelay" seems to be the actual skill cooldown timer I don't understand what "Action_CoolTime" is doing, changing it had no visual impact on the skill I added. Another thing is that "Action_ReuseDelay" seems to lock a monster so it can only stay around and do nothing (even if there are other skills added).

Initially I thought this might be the difference between "reusedelay" and "cooltime" that one is the actual skill delay and cooltime means how long the mosnter needs to cooldown from the skill (e.g. staying around), but this isn't the case.

So basically what I'm trying to achieve is a monster that attacks and summons other mobs when dropping below a certain amount of health. When summon skill is on CD it should still continue to attack obviously and not just stay around.

Sorry for the wall of text and thanks in advance.
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Old 11/20/2022, 23:28   #2
 
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If you want to add spawns by %HP or time t, you need to work with an unique tactics ID and the TAB_AiSkills table. Maybe check for MOB_SD_SETH for an example. Tiger Girl is actually not the best mob for this study, because there is a custom definition for TG's tactic ID within the gameserver.

Adding 80% to AI_AttackChance + additonal skills, should give this skill a certain chance to be used. You can put a low number, if you want to add some uncommon attack skills. For the "newer" spawn system, it is not relevant.

With Action_ReuseDelay you can put a "rest time" upon skill usage to any mob. See Isyutaru example, there is a long time to rest after ice rain skill. There is a short rest time after "ice bubble skill".

Code:
So basically what I'm trying to achieve is a monster that attacks and summons other mobs when dropping below a certain amount of health. When summon skill is on CD it should still continue to attack obviously and not just stay around.
= Summon skill by %HP with AISkills table used (e.g. MOB_SD_SPHINX)
= use a minimum Action_ReuseDelay for your summon skill, to make sure you can complete the animation
= add other random attack skills with AI_AttackChance to give some priority

Example:
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Old 11/30/2022, 11:38   #3
 
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Hey,

thanks for your answer and sorry for my late response, unfortunately I'm not able to work on my project very often

I've added the missing line in Tab_RefAiSkill table and the skill is now executed at a certain amount of health %. Though it is executed only once exactly and that's not quite what I wanted. I've been playing around with AI_AttackChance but it's completely ignored, guess that's what you meant by "For the "newer" spawn system, it is not relevant.". So it seems like I cannot do "execute skill at x % health AND if below this health recast the skill with x % probability" or am I missing something? Maybe something regarding the "Option" column?

Another thing that I've tried is, if it's possible to execute the skill for example at 75%, 50% and 25% HP which didn't work out for me. I've simply tried to add multiple lines to Tab_RefAiSkill and set the corresponding HP value, but it was ignored. I've checked other skills and it seems that it is generally possible when you add multiple lines to _RefSkill (though the skills where always slighty different). I'm sure you can just copy&paste the skill in _RefSkill and add it to Tab_RefAiSkill and it'd work but this seems highly redundant to me. There must be a smarter way or is just "because Joymax" again?

I'd be very grateful if you (or someone else) could help me out once again!

Best regards
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Old 11/30/2022, 21:20   #4
 
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There is a BSR tranforming skill at certain monsters, e.g. MOB_SD_SETH. Each "stage" of the mob is using unique skills and the BSR skill is used by %HP. However I tried to copy such skills to other mobs and could not get it to work properly.
You can do something like that by using a "chain of mobs", check MOB_RM_SEALSTONE or MOB_TQ_SNAKETRAP. There is a certain chance that a skill is used when you kill the mob. On sealstone it is 100%. If you copy this skill to your first stage mob, then again to your 2nd stage mob, you can create a chain and use different skills for each stage. You can even use the same BSR model. However there will be drops for each mob, if you use rarity = 8. To avoid it, you need to set the database level to something very low and use higher base stats for your mob. There should be only 30% more damage from level, if you set it very low and (almost) no drop with diff = 25lv + . Ofc. you need to make sure, that nobody is using a lower level char to kill it (e.g. teleport with min. level required). Also maybe it will not work, if you use other active skills on the mob (sealstone = dot + spawn mob, trap = passive + spawn mob, buff or debuff).

If you want to cast a spawn skill multiple times, you can either use spawn by time (first spawn time is doubled) or create multiple instances of the same skill. You can add the instances of your skill one time only to AISkills table, e.g. skill 1 at 75%, skill 2 at 50% and so on. If you run out of slots, please use the ExtendedSkill table to add more skills (check MOB_SD_SETH).
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