animation id's list

hakusho
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Re: animation id's list

Post by hakusho » Tue Dec 11, 2012 5:42 am

What do you mean by that? Does the character land next to the mob?
Last edited by hakusho on Tue Dec 11, 2012 6:39 am, edited 1 time in total.

link
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Re: animation id's list

Post by link » Tue Dec 11, 2012 6:21 am

hakusho wrote:Why do you mean by that? Does the character land next to the mob?
Yes character lands on mob, but it's like the player misses, no sound of strike.

hakusho
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Re: animation id's list

Post by hakusho » Tue Dec 11, 2012 6:39 am

As far as I know that is correct. It should even turn around the weapons (pointy end of spear pointing upwards). Super Jump erases all hate and deals no damage therefore the animation doesn't simulate an impact.

link
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Re: animation id's list

Post by link » Tue Dec 11, 2012 6:43 am

PrBlahBlahtson wrote:AV always grouped them with emotes, battle, and weapon skills, so that makes sense.

As for scripting Jump, it will be far from correct without core code, or enough new functions that it might as well be core code. :)

Weapon Bash, Blade Bash, and Shield Bash may be in the same region, if anyone else comes along trying to fix those. Great to see this finally fixed.

Was just reading up on ffxiclopedia, It does indeed look like there are a few tricky calculations. Ill try do it today.

PrBlahBlahtson
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Re: animation id's list

Post by PrBlahBlahtson » Tue Dec 11, 2012 4:38 pm

If it's any help, here's the notes I put together when I attempted to script jump: http://forums.dspt.info/viewtopic.php?f=32&t=257

There's just... a lot of conditionals, and situational crap. Don't kill yourself trying to make it work. :) I'm thrilled that it finally animates properly.

Edit, re: Super Jump -
Super Jump doesn't do anything physical, it's just a hate dump, approx 3-5 sec of doing nothing. It does leave some hate behind, but I don't know if it's a percentage or just "1", or what. Last I knew, there wasn't an answer to that. Might even be hate dump to 0 -> CE/VE for Super Jump. You keep claim, and the mob will target anything else if given a choice.

The wyvern should execute Super Climb at the same time, but I'm not sure how cooperative the pet system would be. Super Climb just takes the wyvern out of combat for the same period, no other effects. They seem to keep a pretty fair chunk of hate, if not all of it. In a solo situation, the mob ignores the Dragoon and attacks the wyvern, until the Dragoon can build hate again.

hakusho
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Re: animation id's list

Post by hakusho » Tue Dec 11, 2012 5:14 pm

I actually just read up on SJ today and if I recall correctly from my time as a DRG the Wyvern also loses the same amount of hate. What I usually did was turn around after SJ and let the Wyvern attack once to get the mob's attention. Before Super Climb was added the last step wasn't necessary since the mob started attacking the Wyvern while the DRG was out of reach anyways.
I've also read that SJ reduces the amount of hate by 99% (FFXI Wiki).
I'm really glad the animation is working and I've used PrBlahBlahtson's Jump script for all three jumps and just modified the damage output to make up for the lack of hate control (which I don't really need when duoing anyways).

link
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Re: animation id's list

Post by link » Tue Dec 11, 2012 6:22 pm

Here we go peops

r2086

As usual report any bugs in the bug section. Thanks

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whasf
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Re: animation id's list

Post by whasf » Tue Dec 11, 2012 7:03 pm

link wrote:Here we go peops

r2086

As usual report any bugs in the bug section. Thanks
Actually, please report them at bugs.dspt.info :D

The bug section is for the *discussion* of bugs


Thanks!
-- Whasf

PrBlahBlahtson
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Re: animation id's list

Post by PrBlahBlahtson » Wed Dec 12, 2012 2:20 am

Re Super Climb:

From lolwiki:
When the dragoon uses Super Jump, the Wyvern will use Super Climb which is similar to Super Jump.
This will allow him or her to dodge any attack just like the Dragoon.
Super Climb does not remove Enmity from the wyvern.
From BGWiki on Super Jump, as there's no Super Climb page:
Upon usage, the user's wyvern will perform a similar ability known as Super Climb which makes the wyvern untargetable for approximately 5 seconds.
Super Climb has no effect on the enmity of the wyvern.
Side track to Super Jump, BGWiki offers this:
Does no damage to the enemy and gives no TP to the user, as such, it will not claim a monster.
Upon usage the user will set their enmity to 1 CE, but only if the user is currently holding hate.
If the user is holding hate on multiple enemies, the user's enmity will be reset for all the targets when Super Jump is used.
Does not reset aggro.
tl;dr: If CE > 0 or VE > 0, Set CE to 1, VE to 0. I'd have to check if LUA can do that. It completely ignores the mechanics of Spirit Surge, but one step at a time.

I tend to favor BGWiki when it comes to mechanics, but it seems they're in agreement.

hakusho
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Re: animation id's list

Post by hakusho » Wed Dec 12, 2012 2:42 am

Wow, I could have sworn that the Wyvern also lost aggro at least at some point in FFXI. I used to explore and do some of the harder quests solo as a DRG/WHM and I specifically recall having to save some HP for after the Super Jump until the Wyvern pulls enough hate to draw the mobs attention...

Just read the change log for r2086. Sounds great!

/edit:

Apparently I was dreaming this stuff because I couldn't find a reference to a point in FFXI when the Wyvern lost hate with Super Jump/Climb...
Anyways, FFXI Wiki says DRG hate is reduced by 99%:
■Upon usage, user will lose 99% of his/her accumulated enmity during the course of battle.
I'd say it would be fine either way.

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