Mob Lairs
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Lair Templates
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So you want to populate lair templates? Here's a quick guide.
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All of the lair template files should have at least a basic structure in place already. For the most part, populating them is a matter of filling in the relevant bits. Let's start with a sample template and we'll talk about each part below:
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naboo_fambaa_lair_neutral_large_boss_01 = Lair:new {
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mobiles = {{"fambaa", 1}},
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bossMobiles = {{"furious_devastator", 1}},
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spawnLimit = 15,
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buildingsVeryEasy = {"object/tangible/lair/base/poi_all_lair_rock_shelter_large.iff","object/tangible/lair/base/poi_all_lair_thicket_large.iff"},
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buildingsEasy = {"object/tangible/lair/base/poi_all_lair_rock_shelter_large.iff","object/tangible/lair/base/poi_all_lair_thicket_large.iff"},
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buildingsMedium = {"object/tangible/lair/base/poi_all_lair_rock_shelter_large.iff","object/tangible/lair/base/poi_all_lair_thicket_large.iff"},
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buildingsHard = {"object/tangible/lair/base/poi_all_lair_rock_shelter_large.iff","object/tangible/lair/base/poi_all_lair_thicket_large.iff"},
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buildingsVeryHard = {"object/tangible/lair/base/poi_all_lair_rock_shelter_large.iff","object/tangible/lair/base/poi_all_lair_thicket_large.iff"}
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faction = "neutral",
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mobType = "creature",
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buildingType = "lair",
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}
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addLairTemplate("naboo_fambaa_lair_neutral_large_boss_01", naboo_fambaa_lair_neutral_large_boss_01)
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First thing to note is the lair template name. You will find this in four places. First, in the name of the file. The other three can be seen in our example above: Once in line 7, twice in line 20. All four must match, and they should already. As a general rule, do not change those, even if it looks like there's a typo in them. They are pulled from the client files and if they don't match what's in there, then the names won't display properly.
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Now we delve within the lair template. The first item (line 8 above) defines what mobiles can spawn from that lair. For each mobile you want to be able to spawn from the lair, you need to include the mobile template name and a weighting.
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--The mobile template name must match one from the mobile template files. If not, your patch will fail it's verification tests.
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--The weighting specifies how likely you want that particular mobile to be chosen to spawn. Many lairs will only have one mobile type. In those cases, use a weighting of 1 (as above). If you have multiple mobiles and want them to have an equal chance to spawn, use 1 for all of them. When you want to vary the weights, use the smallest numbers possible to get the desired results. (ex. You want one mob to have twice the chance to spawn as a second one, give the first a weight of 2, the second a weight of 1).
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--The example above only has 1 mobile. To include more add more template/weight pairs similar to the following: {{"fambaa",5},{"furious_devastator",1},{"falumpaset",1}}
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Next item is the bossMobiles line. Not every lair will or should have this line. You should only add this if the lair template name idicates that it is a boss lair (i.e. the word boss will be part of the name as in the example above). Rather than a template/weighting pair as in the mobiles line above it, the bossMobiles line uses template/count pairs. In other words, you're defining exactly what will spawn during the boss wave. In the example above, one furious_devestator will spawn. If, for example, you wanted two fambaas to spawn along with the one furious_devestator, it would look like the following: {{"furious_devestator",1},{"fambaa",2}}
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Next we have the spawnLimit (line 10 above). This value specifies the maximum number of mobiles that will spawn from the lair (divided between it's waves). The lair won't always spawn a number of mobiles equal to the limit. The limit is a maximum but is also used to determine the number that will spawn with each wave. (i.e the higher the limit, the more mobs will spawn with each wave, generally). The boss mobiles wave, when triggered, will spawn regardless of whether the limit has been reached or not. You should typically use a limit that is a multiple of 3.
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The next 5 lines indicate what object is used for the lair. For the most part, you'll probably want to use the same object for all five lines. You can add multiple objects to any or all of the lines (as in the example above). If there is more than one, it will randomly pick one object to use when the lair is spawned. See the Objects sheet for a list of lair objects.
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Next we have the faction line. The valid options are "neutral", "rebel", and "imperial". This defaults to "neutral" if it is not included so, unless the lair should be rebel or imperial, omitting this line is perfectly fine.
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Next is the mobType line. The valid options are "creature" and "npc". This defaults to "creature" when omitted and it is perfectly fine to do so when the mobiles are creatures.
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Lastly, and similar to the mobType, is the buildingType. Valid options are "lair", "theater", and "none". When omitted, it defaults to "lair".
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