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BCNM File Locations

Posted: Mon Jun 29, 2015 3:40 pm
by ssj4puar
Im interested in scripting some BCNM fights and had some questions about getting them setup.

1. I've noticed there was an issue with having the option to select multiple BCNM fights with the menus. Is this still an issue that is being worked on?

2. I've found serveral locations where BCNM information is stored. If i were to script an existing BCNM fight is there a tutorial on how to do so? Also would someone be willing to point out the areas where scripting the BCNM fights takes place. I've noticed serveral lua files in events and zone folders that have bcnm titles.

Re: BCNM File Locations

Posted: Mon Jun 29, 2015 10:25 pm
by Delaide
I recommend you check here first, then follow up with any additional information you are lacking after checking: https://wiki.dspt.info/index.php/How_to_Add_a_BCNM

Re: BCNM File Locations

Posted: Tue Jun 30, 2015 8:27 am
by ssj4puar
yeah sorry i found the guided on late last night after posting this but was at work.

Re: BCNM File Locations

Posted: Tue Jun 30, 2015 3:39 pm
by ssj4puar
I have an issue ive run into at the moment. im attemping to script Royal Jelly and im not sure if there is already a way to cause the princess slimes upon aggro/being attacked to move towards the center of the arena.

Upon giving the idea some thought most mobs would follow standard behavior in the BCNM (standard hate patterns and AI) but in royal jelly its a very scripted fight. Is there any other completed BC's that have a similar level of scripting? If not where would be a good place to add a Move function that would have a monster path from XYZ1 to XYZ2 at a given move speed.

Re: BCNM File Locations

Posted: Tue Jun 30, 2015 4:12 pm
by ssj4puar
Also i cant locate the blizzard tuck in the item_weapon sql table

Re: BCNM File Locations

Posted: Tue Jun 30, 2015 7:17 pm
by kjLotus
ssj4puar wrote:I have an issue ive run into at the moment. im attemping to script Royal Jelly and im not sure if there is already a way to cause the princess slimes upon aggro/being attacked to move towards the center of the arena.

Upon giving the idea some thought most mobs would follow standard behavior in the BCNM (standard hate patterns and AI) but in royal jelly its a very scripted fight. Is there any other completed BC's that have a similar level of scripting? If not where would be a good place to add a Move function that would have a monster path from XYZ1 to XYZ2 at a given move speed.
better off waiting until I add proper scripting to mobs (which is in the works right now). the only thing I can think of where I had to force stuff to move is in selh'teus' script in the last CoP mission - but i don't think it'll work that easy for royal jelly (the current AI will probably keep trying to go to the main emnity target)

Re: BCNM File Locations

Posted: Wed Jul 01, 2015 8:47 am
by ssj4puar
while i wait for a move function to be employed i have a few more questions if you dont mind.

i figured i should start from the lower cap and move up for bcnm scripting

for cap 20 we have
wings of fury... done
charming trio... done
shooting fish... X
crustacean conundrum... X

so crabs and fish are unfinished.

is there a way to apply buffs to the mobs in teh BC to emulate the awkward defense? also i would have to add a drain on-hit effect that only procs like 15% of the time or so.

for fish i would have to take out their melee attacks completely and just give them a single target aqua ball move. ive noticed playing through the dunes that blm and rng goblins will always come into melee range. is this another AI adjustment that is not functional as of yet?

Re: BCNM File Locations

Posted: Wed Jul 01, 2015 1:08 pm
by kjLotus
all of those should be currently possible - not sure if the best way for crustacean conundrum is with a phalanx or % damage reduction (or both)

as for mobs standing back and using ranged spells/abilities, that should all be working as intended (for the right jobs, you might have to set the pugils as RNG and set their ranged attack to aqua ball)