Animationsub and Sea (& a few others)
Posted: Tue Feb 12, 2013 4:22 pm
Started wandering around in Sea, messing with animationsub while chatting with kjLotus. Wanted to dump the data somewhere, for whoever tries to tackle setting up an animationsub/mode system. The mobs seem to animate properly when switching between modes, and change their movements appropriately.
Current system will need revisions. Mobs can't be kept out of animationsub 2 with the way things are now. Note that TP moves may change with mode, and I haven't included that information yet. We also may be spawning the mobs in the wrong animationsub; for example, Yovra and Phuabo are invisible until they move. If we spawn them in 2 and immediately move to 3 onIdle (and then 1 onRoam?), this behavior might be fixed. I think this might even be retail spawning behavior.
For those wanting to play around, you can make a GM command that looks for GetMobByID(variable):AnimationSub(variable) to change modes. It looks like using AnimationSub() without a parameter will return the current animationsub for the mob. Seems to only be 2 bits (0, 1, 2, or 3) with higher values just looping around.
Hpemde: swims below surface of water, "aggros" people that pass by and follows them, but does not attack until hostile action is taken against them. SMN's nightmare, because avatars will engage them. When aggressive, toggles between open and closed periodically. Takes double damage from everything when open, and will close up if hit hard enough (DRG + crit hit = hard enough, sometimes non-crits)
0 = not sure. Stays under water. Shouldn't remain in this state, since they bob up and down when engaged by a player. Might be an idle state.
1 = dives below the surface.
2 = comes up to the surface and fights
3 = open face
Phuabo: swims below surface. Wrecks your stuff at flee speed.
0 = Invisible phuabo! Do not use.
1 = Instant teleport underwater. Might be a place to idle the mob.
2 = Surfaces and fights
3 = Dives back underwater.
Yovra: Flies up in the sky. REALLY wrecks your stuff. Should be NMs, always.
0 = Invisible Yovra! Do not use.
1 = Instant teleport to sky. Probably idles here.
2 = Descends from the sky to engage.
3 = Returns to the sky.
Zdei: Usually stands somewhere stationary, rotating and waiting for players to come into sight range so it can attack. Acts strange if you try to switch between 2 and 3, so probably needs to path through mode 1 when changing. I may have 0 and 1 backwards.
0 = idle
1 = nothing out/backwards
2 = bar mode
3 = ring mode
Euvhi: Floats in tiny closed mode when initially spawned (usually.) Aggros to truesound when open, links with other Euvhi when closed. Periodically changes when fighting, but does not change forms when idle.
0 = Closed, floating mode
1 = Closed, tail out (engaged?)
2 = Open
3 = Nothing? Doesn't seem to change their mode. Might be that they spawn in 0 and idle in 3.
Ghrah: Nightmare for the current state of dsp. Spawns in various elements, which are probably handled as different models. Might be able to fix using the mob_change_skin system. Aggros to truesound in all forms except ball.
0 = Ball, BLM.
1 = Humanoid, PLD. Usually only used by NMs.
2 = Spider, WAR. Inc scary Sickle Slash.
3 = Bird, THF.
Aern: All Aerns are currently MNKs, and their different "jobs" are handled as models. More than likely, animationsub will have them draw their weapon, and probably handles bracelets as well. Did not test.
BONUS!
Dynamis Statues: Glow seems to stay even if you change modes. Fixing these atm would require breaking them into separate pools (and therefore groups,) and the current "if animationsub == 1 or 3, change to 2 when engaged" would break the eye glows.
0 = Nothing
1 = Red Eyes
2 = Blue
3 = Green
Empties: There are five models for these. The first four have two elements each, while the fifth might be for NMs?
0 = No change. Idle?
1 = Element 1. Currently Ice, for wanderers.
2 = Element 2. Currently Wind, for wanderers.
3 = No change. Idle?
Mammets: Changes modes and TP moves while fighting.
0 = Hands
1 = Sword
2 = Polearm
3 = Staff
Omega (BCNM) seems to be invisible in 0, but otherwise the quest versions of Omega and Ultima seem to not transform. Must be the Proto-versions use a different model.
Lamia: animationsub 1 seems to break their weapon and make them attack using their hands instead of a single strike.
Qutrub: Something is very, very, very wrong here.
Current system will need revisions. Mobs can't be kept out of animationsub 2 with the way things are now. Note that TP moves may change with mode, and I haven't included that information yet. We also may be spawning the mobs in the wrong animationsub; for example, Yovra and Phuabo are invisible until they move. If we spawn them in 2 and immediately move to 3 onIdle (and then 1 onRoam?), this behavior might be fixed. I think this might even be retail spawning behavior.
For those wanting to play around, you can make a GM command that looks for GetMobByID(variable):AnimationSub(variable) to change modes. It looks like using AnimationSub() without a parameter will return the current animationsub for the mob. Seems to only be 2 bits (0, 1, 2, or 3) with higher values just looping around.
Hpemde: swims below surface of water, "aggros" people that pass by and follows them, but does not attack until hostile action is taken against them. SMN's nightmare, because avatars will engage them. When aggressive, toggles between open and closed periodically. Takes double damage from everything when open, and will close up if hit hard enough (DRG + crit hit = hard enough, sometimes non-crits)
0 = not sure. Stays under water. Shouldn't remain in this state, since they bob up and down when engaged by a player. Might be an idle state.
1 = dives below the surface.
2 = comes up to the surface and fights
3 = open face
Phuabo: swims below surface. Wrecks your stuff at flee speed.
0 = Invisible phuabo! Do not use.
1 = Instant teleport underwater. Might be a place to idle the mob.
2 = Surfaces and fights
3 = Dives back underwater.
Yovra: Flies up in the sky. REALLY wrecks your stuff. Should be NMs, always.
0 = Invisible Yovra! Do not use.
1 = Instant teleport to sky. Probably idles here.
2 = Descends from the sky to engage.
3 = Returns to the sky.
Zdei: Usually stands somewhere stationary, rotating and waiting for players to come into sight range so it can attack. Acts strange if you try to switch between 2 and 3, so probably needs to path through mode 1 when changing. I may have 0 and 1 backwards.
0 = idle
1 = nothing out/backwards
2 = bar mode
3 = ring mode
Euvhi: Floats in tiny closed mode when initially spawned (usually.) Aggros to truesound when open, links with other Euvhi when closed. Periodically changes when fighting, but does not change forms when idle.
0 = Closed, floating mode
1 = Closed, tail out (engaged?)
2 = Open
3 = Nothing? Doesn't seem to change their mode. Might be that they spawn in 0 and idle in 3.
Ghrah: Nightmare for the current state of dsp. Spawns in various elements, which are probably handled as different models. Might be able to fix using the mob_change_skin system. Aggros to truesound in all forms except ball.
0 = Ball, BLM.
1 = Humanoid, PLD. Usually only used by NMs.
2 = Spider, WAR. Inc scary Sickle Slash.
3 = Bird, THF.
Aern: All Aerns are currently MNKs, and their different "jobs" are handled as models. More than likely, animationsub will have them draw their weapon, and probably handles bracelets as well. Did not test.
BONUS!
Dynamis Statues: Glow seems to stay even if you change modes. Fixing these atm would require breaking them into separate pools (and therefore groups,) and the current "if animationsub == 1 or 3, change to 2 when engaged" would break the eye glows.
0 = Nothing
1 = Red Eyes
2 = Blue
3 = Green
Empties: There are five models for these. The first four have two elements each, while the fifth might be for NMs?
0 = No change. Idle?
1 = Element 1. Currently Ice, for wanderers.
2 = Element 2. Currently Wind, for wanderers.
3 = No change. Idle?
Mammets: Changes modes and TP moves while fighting.
0 = Hands
1 = Sword
2 = Polearm
3 = Staff
Omega (BCNM) seems to be invisible in 0, but otherwise the quest versions of Omega and Ultima seem to not transform. Must be the Proto-versions use a different model.
Lamia: animationsub 1 seems to break their weapon and make them attack using their hands instead of a single strike.
Qutrub: Something is very, very, very wrong here.