Good moro all!
So I have been working for days on this with Bluekirby0 and we have been unable to fix these last two problems with this BCNM. Everything works aside from two things:
Issue 1, after completing the BCNM the Chest does not despawn which means the next person to enter see's the chest when they enter. If a player clicks on the chest at this time it will not give them the items but actually crashes the gameserver.exe.
Issue 2, this bcnm has three monsters two smaller bats and one big bat (colo-colo). When attacking Colo-Colo the smaller bats do not add in event though I have made the script Colo-Colo.lua and said onMobEngage add enmity for those other monsters IDs. When you attack the smaller bats the other small bat links but the Colo-Colo does not even though there is a script for Furies.lua that onMobEngage should add enmity to Colo-colo for the player. I even tried changing it from updateenmity(attacker) to updateenmity(target) and changing the name of the script from Colo-Colo to Colo-colo. Nothing changes.
If anyone can check this out and find out whats wrong it would be appreciated as I am stopping work on it.
BCNM - Wings of Fury
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BCNM - Wings of Fury
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BCNM_wings_of_furry.patch
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Re: BCNM - Wings of Fury
Are you a Mithra? Too many 'r's! 
Interesting that the smaller bats link, but Colo-colo does not.
I'm going to try removing aggressive and linking behavior from all three mobs and see what happens. I'm wondering if Furies (Bat Trio) link with each other while Colo-colo (Giant Bat) is a different family, and fails to link. If that's the case... idk how to make them recognize each other for a link. For some reason, I thought there was already a way to make mob parties, a la fomor, but I don't see it atm.
Will also see if I can spot anything that sticks out as odd with the chest, and tamper with it.
Final resort will be looking at corresponding PXI data to see if anything looks useful.
Will report back with results.
I like tinkering with this stuff.
Edit, will add as I find more:
1) Your Colo-colo and Furies files lack extensions. Unknown if that would prevent them from doing anything.
2) Second character unable to join BCNM. Character is San d'Oria origin, Rank 6, receives CS about a new leader possibly uniting the tribes.
3) Colo-colo is familyid 46, Furies are 47, both are behavior 2 (aggro sound), links 1 (I'ma guess "True"), mobtype 16. I'll have to look up the relevance of all of that in the source, unless someone wants to jump in with answers while I'm testing.
4) Furies.lua updates enmity on 17350931, which is one of the Furies. 17350929 is Colo-colo.
Results:
1) Turned off linking, found that Furies only link because they're both Bat trios with linking behavior. Scripts were (hypothetically) enabled. See 4 above. Uncertain which Furies I engaged.
2) Changed Furies.lua to update enmity on all 3 mobs. Suddenly, all three will link without any other assistance. Well, that's fixed.
3) Did a quick ODS, then @where/@pos. Those don't seem to depop chests either, after the BC. Will test if they depop on entry.
4) Not sure if it depopped on entry, or on a timer, or depopped on "no players in the zone." Testing further.
5) Stationed a character next to the chest in ODS, walked victor out of zone and re-entered. Chest remained. Current system does not depop chests unless the zone is vacant.
Final results:
Issue 1) Not your fault \o/ onTrigger, if hasStatusEffect(Battlefield) player:getBCNMloot(); Crash fixed, until someone makes chests depop. Opening animation is also missing. I vaguely remember something about a hideNPC() function being worked on by someone at some point, which might fix this. A pity that LUA doesn't have a sleep function.
Issue 2) Rename your files, fix your NPCIDs. Solved.
Thanks for the fun
Got me really excited and kept me focused for a while.

Interesting that the smaller bats link, but Colo-colo does not.
I'm going to try removing aggressive and linking behavior from all three mobs and see what happens. I'm wondering if Furies (Bat Trio) link with each other while Colo-colo (Giant Bat) is a different family, and fails to link. If that's the case... idk how to make them recognize each other for a link. For some reason, I thought there was already a way to make mob parties, a la fomor, but I don't see it atm.
Will also see if I can spot anything that sticks out as odd with the chest, and tamper with it.
Final resort will be looking at corresponding PXI data to see if anything looks useful.
Will report back with results.

Edit, will add as I find more:
1) Your Colo-colo and Furies files lack extensions. Unknown if that would prevent them from doing anything.
2) Second character unable to join BCNM. Character is San d'Oria origin, Rank 6, receives CS about a new leader possibly uniting the tribes.
3) Colo-colo is familyid 46, Furies are 47, both are behavior 2 (aggro sound), links 1 (I'ma guess "True"), mobtype 16. I'll have to look up the relevance of all of that in the source, unless someone wants to jump in with answers while I'm testing.
4) Furies.lua updates enmity on 17350931, which is one of the Furies. 17350929 is Colo-colo.
Results:
1) Turned off linking, found that Furies only link because they're both Bat trios with linking behavior. Scripts were (hypothetically) enabled. See 4 above. Uncertain which Furies I engaged.
2) Changed Furies.lua to update enmity on all 3 mobs. Suddenly, all three will link without any other assistance. Well, that's fixed.
3) Did a quick ODS, then @where/@pos. Those don't seem to depop chests either, after the BC. Will test if they depop on entry.
4) Not sure if it depopped on entry, or on a timer, or depopped on "no players in the zone." Testing further.
5) Stationed a character next to the chest in ODS, walked victor out of zone and re-entered. Chest remained. Current system does not depop chests unless the zone is vacant.
Final results:
Issue 1) Not your fault \o/ onTrigger, if hasStatusEffect(Battlefield) player:getBCNMloot(); Crash fixed, until someone makes chests depop. Opening animation is also missing. I vaguely remember something about a hideNPC() function being worked on by someone at some point, which might fix this. A pity that LUA doesn't have a sleep function.
Issue 2) Rename your files, fix your NPCIDs. Solved.
Thanks for the fun

Test Server: Hanekawa | Fantasy World: Naito
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Bugs reports go here. | Project chat here.
Things I've found, but don't plan to work on.
An occasionally updated list of what works
Bugs reports go here. | Project chat here.
Things I've found, but don't plan to work on.
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Re: BCNM - Wings of Fury
hrm soo if that is true for issue one then the other BCNM systems that have loot should have the same issue with chests not despawning...brb to check
Edit* Weird I thought I included the two mob luas in the patch but when I used it they did not get added....weird.
Edit: Ok so just tested the other chest in Charming Trio and it DOES despawn. I wonder if the logic is just not being implied in ghelsba outpost?
Also can you add your patch? I can't seem to get them to work linking together. Changed name of luas, changed ID's changed target to attacker...no clue.
Edit* Weird I thought I included the two mob luas in the patch but when I used it they did not get added....weird.
Edit: Ok so just tested the other chest in Charming Trio and it DOES despawn. I wonder if the logic is just not being implied in ghelsba outpost?
Also can you add your patch? I can't seem to get them to work linking together. Changed name of luas, changed ID's changed target to attacker...no clue.
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Re: BCNM - Wings of Fury
The chests seem to depop when the zone is completely empty, which wouldn't happen on an active server. If you're able to, log in a second account and have it idle in the zone you're testing. @zone (and sometimes @pos, if I remember right) will temporarily move you out of the zone, which will depop the chests. I'm going to retest this quickly (run WoF, zone out, come back) just to be certain. I might look up hidenpc() next to see if it exists, and does what's needed.
All I really changed was renaming the files, for example "Furies." to "Furies.lua" and I changed Furies.lua to use this:
I figured since the script will execute for either one, that will drag in everyone no matter what. I didn't change Colo-colo, or test him. It doesn't look like that script needs anything more than a name change, from what I saw.
Edit:
- Colo-colo works as is, just needs a rename.
- Chest in Ghelsba will depop if everyone leaves the zone. This isn't a solution, obviously. Other BCNMs are guilty of the same problem, as far as I can tell. Ghelsba will be the most vulnerable BC to this issue.
Side note: I bet people outside of the BC in Ghelsba can interact with (heal/buff) the people inside. There's another bug that'll have to be ironed out.
Edit edit:
hidenpc() was added by Ezekyel as a way to make ??? or treasure chests/coffers disappear, mostly. It requires a time in seconds, such as hidenpc(20), or will assume 15 seconds if no time is provided. Clearly that won't help here. I suppose I was thinking onEventFinish, hidenpc().
Edit the Third: Can't exit the BC via the ??? in the corner >_> Never send animation 2, 3, or 4 to an NPC.
Animation 89 makes a treasure chest open, although I seem to recall them glowing. Maybe that's rosy tinted glasses.
Edit the fourth:
onEngage will trigger every time. Is that accurate behavior for the BC? Giant Bats and Bat Trios should link, and they're all sound aggro and fairly close to each other, so that might be the better route to take. Not my choice to make, though
Edit the final:
Going to sleep shortly. Decided I'm going to file the individual bugs on this, before they fall off the map. I guess if I had to summarize everything... you got extremely unlikely and had two separate bugs get in your way. I had a blast figuring them out though
All I really changed was renaming the files, for example "Furies." to "Furies.lua" and I changed Furies.lua to use this:
Code: Select all
function onMobEngaged(mob,target)
GetMobByID(17350929):updateEnmity(target);
GetMobByID(17350930):updateEnmity(target);
GetMobByID(17350931):updateEnmity(target);
end;
Edit:
- Colo-colo works as is, just needs a rename.
- Chest in Ghelsba will depop if everyone leaves the zone. This isn't a solution, obviously. Other BCNMs are guilty of the same problem, as far as I can tell. Ghelsba will be the most vulnerable BC to this issue.
Side note: I bet people outside of the BC in Ghelsba can interact with (heal/buff) the people inside. There's another bug that'll have to be ironed out.
Edit edit:
hidenpc() was added by Ezekyel as a way to make ??? or treasure chests/coffers disappear, mostly. It requires a time in seconds, such as hidenpc(20), or will assume 15 seconds if no time is provided. Clearly that won't help here. I suppose I was thinking onEventFinish, hidenpc().
Edit the Third: Can't exit the BC via the ??? in the corner >_> Never send animation 2, 3, or 4 to an NPC.
Animation 89 makes a treasure chest open, although I seem to recall them glowing. Maybe that's rosy tinted glasses.
Edit the fourth:
onEngage will trigger every time. Is that accurate behavior for the BC? Giant Bats and Bat Trios should link, and they're all sound aggro and fairly close to each other, so that might be the better route to take. Not my choice to make, though

Edit the final:
Going to sleep shortly. Decided I'm going to file the individual bugs on this, before they fall off the map. I guess if I had to summarize everything... you got extremely unlikely and had two separate bugs get in your way. I had a blast figuring them out though

Test Server: Hanekawa | Fantasy World: Naito
An occasionally updated list of what works
Bugs reports go here. | Project chat here.
Things I've found, but don't plan to work on.
An occasionally updated list of what works
Bugs reports go here. | Project chat here.
Things I've found, but don't plan to work on.
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Re: BCNM - Wings of Fury
well it should activate and force all three monster to attack. Once someone attacks they all attack the player. Though they should be aggressive and attack once a player get close so. That's how all BCNM's should be. I still couldn't get it to work for me though. -_-
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Re: BCNM - Wings of Fury
Wings of Fury is a bad example, since raise/reraise aren't easily available, but if you have a full wipe and reraise, and the mobs are separated, should they all activate, or should you be able to pull them one at a time?
With your script method, they'll always operate as a group. That will be useful in some cases (Fomor, the skeletons and lich in Sacrarium.) I was just musing that it may not be accurate behavior for these mobs. I couldn't find any information at a glance, one way or the other, and didn't mind it enough to devote hours to searching.
I added a patch which should have the mobs linking together. It's pretty much just your patch with the fixed filenames and Furies.lua. Once it's evident there are larger bugs at play, you pretty much had everything done, if not for the file name mistake

I added a patch which should have the mobs linking together. It's pretty much just your patch with the fixed filenames and Furies.lua. Once it's evident there are larger bugs at play, you pretty much had everything done, if not for the file name mistake

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Wings of Fury.patch
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Test Server: Hanekawa | Fantasy World: Naito
An occasionally updated list of what works
Bugs reports go here. | Project chat here.
Things I've found, but don't plan to work on.
An occasionally updated list of what works
Bugs reports go here. | Project chat here.
Things I've found, but don't plan to work on.
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Re: BCNM - Wings of Fury
In a BCNM when you die IF you die too close to a mob it shuld aggro you and that should force all mobs in the BCNM to link.
Re: BCNM - Wings of Fury
Thanks. Re-wrote some of the codes and scripts. It's all working good r1868
And chest spawning system has improved.
And chest spawning system has improved.