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[lua] [sql] Arrapago Reef NM Audits#10261

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[lua] [sql] Arrapago Reef NM Audits#10261
KiplingFFXI wants to merge 1 commit into
LandSandBoat:basefrom
KiplingFFXI:Arrapago-Reef-NM-Audits

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@KiplingFFXI

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I affirm:

  • I understand that if I do not agree to the following points by completing the checkboxes my PR will be ignored.
  • I understand I should leave resolving conversations to the LandSandBoat team so that reviewers won't miss what was said.
  • I have read and understood the Contributing Guide and the Code of Conduct.
  • I have tested my code and the things my code has changed since the last commit in the PR and will test after any later commits.

What does this pull request do?

This pull request audits multiple NMs in Arrapago Reef based on retail captures. It does the following:

Bloody Bones (ID: 16998655)

  • Adjusted level range.
  • Adjusted HP.
  • Adjusted delay.
  • Added 2hr behavior.
  • Added immunities.
  • Added weapon damage modifier.
  • Added mob skills for Bloody Bones and Draugars generally.
  • Added observed mob skill usage and behavior for malediction.
  • Added spell list for Bloody Bones and adjusted spell list in mob_pools.sql.

Lamia No.19 (ID: 16998868)

  • Built mob spawn and roam behavior. Lamia No.19 has a chance to spawn in one of three spawn zones that are all relatively close to each other. She picks one on spawn, and then wanders within it. If she is revealed by a player's death, she will become targetable. She will reveal herself by teleporting ontop of the dead player's corpse. If she is not engaged for 2 minutes, she will walk back to her spawn zone and hide herself again. She does not ever despawn except on death. When a player dies within 15 yalms of her, she will always display a message, even if she does not reveal herself.
  • Adjusted delay.
  • Adjusted HP.
  • Added immunities.
  • Added spell list and adjusted spell list in mob_pools.sql.
  • Added observed weapon damage and spell power modifiers.
  • Added weapon damage mod to Lamia's Skeletons adds.
  • Added model size and hitbox for Lamia's Skeleton adds.
  • Adjusted level range of Lamia's Skeletons adds.
  • Added immunities for Lamia's Skeletons adds.
  • Adjusted HP of Lamia's Skeletons adds.

Additional pathing capture

Others

  • Fixed mob_pools.sql entries for Gerush Urvan (ID: 16798078) and Zikko (ID: 17101144) to have the technically correct spell list values of 1 since their spell lists are defined in their lua files (I submitted these PRs previously so I am fixing the error, sorry).

Steps to test these changes

!spawnmob the above IDs and witness the changes.

Other Sources

https://youtu.be/QAQ_dL7ujC4
https://www.youtube.com/watch?v=6BCTaEzbgQI
https://www.youtube.com/watch?v=AjdKQerNyQo

@KiplingFFXI KiplingFFXI marked this pull request as draft June 8, 2026 03:37
@KiplingFFXI KiplingFFXI force-pushed the Arrapago-Reef-NM-Audits branch from 857dbd7 to 71980b9 Compare June 8, 2026 03:52
@KiplingFFXI KiplingFFXI marked this pull request as ready for review June 8, 2026 04:22
end

-- Below 20% HP: Malediction 75% of the time, his other TP moves 25% of the time
if math.random(100) <= 75 then

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if math.random(1, 100) <= 75 then

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Fixed

return xi.mobSkill.MALEDICTION
end

return normalTpMoves[math.random(#normalTpMoves)]

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return normalTpMoves[math.random(1, #normalTpMoves)]

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Fixed

-- Behavior states tracked in the 'state' local var
local stateDormant = 0 -- invisible, patrolling, watching for a nearby death
local stateRevealed = 1 -- visible, awaiting engagement (idle timer runs)
local stateReturning = 2 -- visible, walking back along her zone's points to point 1

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All of this, no. Use the values directly.

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Removed all of the variables I could and made them inline instead.

@KiplingFFXI KiplingFFXI force-pushed the Arrapago-Reef-NM-Audits branch from 71980b9 to 45c31ee Compare June 8, 2026 18:10
@KiplingFFXI

KiplingFFXI commented Jun 8, 2026

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Resubmitted with requested fixes and I also fixed 2 bugs so I've made some changes:

  1. I noticed she was triggering a reveal on someone who died as long as they stayed dead on her path - so someone could die and sit in her roam area and constantly trigger her every time she walked by - the trigger now only happens on the first time a player dies, not each time she passes a dead player
  2. I realized that if someone takes her way out of her initial spawn zone, she will walk through walls and terrain to get back to her original spawn zone. I updated the logic so that when she is de-aggrro'd, she will now find the closest point in the lua file and walk to it, then she will use those points to slowly walk back to her initial spawn zone. The result is much smoother and coherent pathing using all of the specified positions.

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2 participants