demolish wrote:as long as it works like retail and there's an option to enable/disable it we don't mind if you submit it to the project

(bear in mind we may want you to make adjustments to your code before merging to the project so any criticism will be for the purpose of improving the code, and not just to be nitpicky)
Yeah, of course. I'm always open to improving my code if people see something I could be doing better.
I'll get it as close to retail as I can before I open any Pull Requests. I'll be sure to add an option to disable Trusts as well when the time comes.
Delaide wrote:I am interested. For actions, have you checked out things like cure please? We could look at some of the open source bots to work on ai.
It may be difficult to convert that kind of AI to something DarkStar can understand. It shouldn't be TOO difficult to get proper actions working, though. Trusts function almost identically to other pets in the game, the only real
big difference being that they're technically considered party members. Of course, each Trust has it's own logic: Ayame's Skillchain system, Ulima/Joachim having different logic for certain songs, etc; Those will be the difficult parts to code/script, but I've got a pretty good baseline in place. I just need to break down an action packet and I should have everything I need.
A few more clips of some progress:
Movement: (Shown moving between two waypoints, but making it follow the player is as simple as copying the logic from other "pet" types)
https://www.youtube.com/watch?v=g9cbYR2efsQ
Casting Animation: (Missing the second packet where the player uses the finishing animation. For now I'm using an avatar packet which is pretty close but not quite retail)
https://www.youtube.com/watch?v=jVL840pLJKA
Spawning/Despawning and Party Structure formation: (Pretty straight forward. It creates a party > names the additional party member(s) > makes the player leader > determines the area the player and Trust are in > then spawns the specified Trust or NPC based on the costume ID provided. The same is true for dismissing the Trust or handling their death; The only exception is an edited byte that plays the despawn animation, from there it reverts the party structure and deletes the NPC ID > then injects the dying or dismissing party chat message)
https://www.youtube.com/watch?v=6YC2gZt5ZQM
And for fun; As I said you could, in theory, create unique Trust NPCs: (Hades/Melvien with custom party message)
https://www.youtube.com/watch?v=Q7FK1s9--Mk