scripting mob 2hour use
Posted: Wed Aug 31, 2016 10:17 am
I've been doing a lot of mob scripting lately, and while I've gotten just about everything working as I have intended in regards to normal mob abilities, I'm at a loss as how to make 2hour abilities work.
Using Kirin as an example, for any mob that I would like to have use a 2hour ability, I've gone into mob_spawn_mods and added MOBMOD_SCRIPTED_2HOUR to 1 for that mob.
From there I've added the 2hour ability ID to that mob's skill list. (though I don't even think this is necessary in this case, since it is to be called from script) However, when trying to activate the ability via scripting, nothing ever happens. In one case with Carrabosse, I was able to get her to use benediction, however it would be random, and never as dictated by scripting.
I've had zero issues scripting any other mob ability, including ones I've implemented myself, so I feel like I have a good feel in general for ability scripting. What then, am I missing under the hood that is particular to 2hour abilities?
On the MOBMOD subject, I notice several related to 2hours, and I'm curious what they do, specifically:
-MOBMOD_MAIN_2HOUR ( I assume this simply enables the mobs 2hour based on their main job? I've added this as well but it hasn't helped.)
-MOBMOD_SUB_2HOUR (enables 2hour of sub-job? To what end?)
-MODMOD_2HOUR_MULTI (i assume this unlocks all 2hours ala absolute virtue? Or does it just allow multiple uses?)
-MOBMOD_2HOUR_PROC (allows 2hour to be used at a specific core-chosen hp%?)
-MOBMOD_SCRIPTED_2HOUR (its mentioned in the 2hour ability scripts and is checked before activation so I think I have a good understanding of this one at least?)
thanks in advance for any insight or advice!
Using Kirin as an example, for any mob that I would like to have use a 2hour ability, I've gone into mob_spawn_mods and added MOBMOD_SCRIPTED_2HOUR to 1 for that mob.
From there I've added the 2hour ability ID to that mob's skill list. (though I don't even think this is necessary in this case, since it is to be called from script) However, when trying to activate the ability via scripting, nothing ever happens. In one case with Carrabosse, I was able to get her to use benediction, however it would be random, and never as dictated by scripting.
I've had zero issues scripting any other mob ability, including ones I've implemented myself, so I feel like I have a good feel in general for ability scripting. What then, am I missing under the hood that is particular to 2hour abilities?
On the MOBMOD subject, I notice several related to 2hours, and I'm curious what they do, specifically:
-MOBMOD_MAIN_2HOUR ( I assume this simply enables the mobs 2hour based on their main job? I've added this as well but it hasn't helped.)
-MOBMOD_SUB_2HOUR (enables 2hour of sub-job? To what end?)
-MODMOD_2HOUR_MULTI (i assume this unlocks all 2hours ala absolute virtue? Or does it just allow multiple uses?)
-MOBMOD_2HOUR_PROC (allows 2hour to be used at a specific core-chosen hp%?)
-MOBMOD_SCRIPTED_2HOUR (its mentioned in the 2hour ability scripts and is checked before activation so I think I have a good understanding of this one at least?)
thanks in advance for any insight or advice!