Large updates bcnm, alliance ect

Metalfiiish
Developer
Posts: 176
Joined: Tue Jul 31, 2012 7:21 am

Re: Large updates bcnm, alliance ect

Post by Metalfiiish » Tue Oct 02, 2012 3:41 pm

So I made a bcnm recently that works perfect aside from two things. Issue one chest spawn but you can't see them they are invisible but you click on it and get items. Issue two you cannot force restriction of player level. Example:
I made Charming Trio bcnm but you can go in as a lvl 75 instead of being capped at 20(this requires a new functions im sure).

Upon reviewing your implementation of The Hills are alive I noticed that your only works for instance 1(should allow 3 instances, in case other players are already inside). Yours doe snot spawn monsters in instance 2 and 3.

I noticed that your chest show up properly on game but when I copy the setting syou used it did not make mine show up. When I use the pre-defined chest for my zone it works but...thats already in use by a different BCNM AND if I try to copy those params to a different chest it wont show up. Any ideas?

PrBlahBlahtson
Developer
Posts: 539
Joined: Sun Jul 22, 2012 12:17 am

Re: Large updates bcnm, alliance ect

Post by PrBlahBlahtson » Tue Oct 02, 2012 9:40 pm

Metalfiiish wrote:Issue one chest spawn but you can't see them they are invisible but you click on it and get items.
I'll put money on this being look data again. :) http://forums.dspt.info/viewtopic.php?f=19&t=197

Note that you really need to use a query to play around with that in Navicat. Something to the effect of "update npc_list set look = '0x0000C00300000000000000000000000000000000' where npcid = 'numberhere';" or "...where npcid in (number, number);"

C003 = brown w/ iron bands
C103 = brown w/ gold bands

There are probably other chests, but I don't have those on hand.
Issue two you cannot force restriction of player level.
Are level caps even verified to be working? I know that a Mission 2-3 BCNM capped me once in Giddeus, but I think the burning circle system has been rewritten a time or two since then.

Will test and report back \o/
Edit: Reporting that results were inconclusive.

My questions, one is repeat:
- How is roll data for the database being determined? I could hazard a guess that it's "add results from FFXIClopedia and other sources," but I'd prefer to be certain before I get arm-deep in a BCNM.
- Should we build BCNMs that have scripted behavior (i.e. Royal Jelly) even if the behavior can't be done currently? Or should those simply be left undone until they can be done perfectly?

bluekirby0
Developer
Posts: 707
Joined: Sun Jul 22, 2012 12:11 am

Re: Large updates bcnm, alliance ect

Post by bluekirby0 » Wed Oct 03, 2012 3:20 am

1) Roll data can be determined any way that is appropriate. I changed the roll data for "The Hills Are Alive" to be the ffxiclopedia percentages * 100
If you use multiple sources to collect this data you will have to do it a little more intelligently than simply adding them together. The plus side is, since the system is so flexible, you could use raw data such as actual collected numbers of item drops instead of percentages. If ffxidb starts collecting bcnm drops, then that may be a better solution than ffxiclopedia.

2)Scripted behavior can be done at least for Royal Jelly. It may require the use of an onRegionEnter and a condition check to see what bcnm you are currently in, though. Mobs also have individual scripts as well.

As for BCNM caps, the database entries are there, but no function is applying them at the moment. The old system still has a "working" function, though if you use it with the new system the effect won't wear properly.

link
Developer
Posts: 169
Joined: Fri Jul 27, 2012 3:27 pm

Re: Large updates bcnm, alliance ect

Post by link » Wed Oct 03, 2012 5:39 am

Metalfiiish wrote:So I made a bcnm recently that works perfect aside from two things. Issue one chest spawn but you can't see them they are invisible but you click on it and get items. Issue two you cannot force restriction of player level. Example:
I made Charming Trio bcnm but you can go in as a lvl 75 instead of being capped at 20(this requires a new functions im sure).

Upon reviewing your implementation of The Hills are alive I noticed that your only works for instance 1(should allow 3 instances, in case other players are already inside). Yours doe snot spawn monsters in instance 2 and 3.

I noticed that your chest show up properly on game but when I copy the setting syou used it did not make mine show up. When I use the pre-defined chest for my zone it works but...thats already in use by a different BCNM AND if I try to copy those params to a different chest it wont show up. Any ideas?

Please look at Waughroon_Shrine_armory_crates.txt. There will be 3 crates per bcnm in the database (1 for each of the 3 instances). So far I've only done Hills are alive and operation desert swarm chests (they will not show at the end of any other bcnm).

The chest npc look needs to be updated, so far they are all blank which is why they are invisible on spawn.

If anyone does add more crates, the
Waughroon_Shrine_armory_crates.txt (and any other bcnm area) needs to be updated so we know what chest npc are available for a new bcnm.

-----------------------------
Waughroon_Shrine
armory crates
17367089 - operation desert swarm
17367093 - operation desert swarm
17367097 - operation desert swarm
17367101 - hills are alive
17367105 - hills are alive
17367109 - hills are alive
17367113
17367117
17367121
17367138
---------------------------------
This is the only way to keep track of them.

If anyone adds a new bcnm
-choose 3 spare chest id's from this list
-fill in this txt file with the bcnm the id's are now used for.
-update the id's loook in the database to a chest look id.

I've been dealing with alot of RL stuff lately regarding work and stuff and haven't had much spare time.

Metalfiiish
Developer
Posts: 176
Joined: Tue Jul 31, 2012 7:21 am

Re: Large updates bcnm, alliance ect

Post by Metalfiiish » Wed Oct 03, 2012 8:45 am

I noticed that each chest will match to the monsters ID. Example 17367100 would be the monster. 17367101 would be the armoury chest. It's always monster ID's then followed by their chest. So if people follow that they should never mix up any chest ^.^

If it's 3 monsters in bcnm then it's 17367098,17367099,17367100, followed immediately by the chest 17367101. It will do this for EACH instance properly.

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