Found the AnimationSub() LUA binding and tossed it in a simple GM command.
http://imgur.com/jRfaoUY
1 is flying, 2 is wings raised if I remember right. There seems to be a limit of 4 animationsubs, since every multiple of 4 (and 0) will start the loop again.
Mammets are controlled the same way. 1 is sword, 2 is halberd, 3 is club. 0/4 is hands.
AnimationSub 1 and 2 will set the element of the empty mob between the two available for that model.
The only issues I've had so far is that mobs like Phuabo and Yovra will only appear to the client after they've moved. Antlions can also be controlled the same way, although I wasn't very successful in getting Lioumere to appear and be targetable.
I don't know if I saw a command to retrieve a mob's sub animation, but it seems like some of the more intensive ones should be handled by the core where it's more easily accessed anyway.
Flying Tiamat
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Flying Tiamat
Test Server: Hanekawa | Fantasy World: Naito
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Things I've found, but don't plan to work on.
An occasionally updated list of what works
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Re: Flying Tiamat
An offhand complaint about dynamis statues not having glowing eyes led to experiments.
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.
Re: Flying Tiamat
Now just make them have the correct eye color for the correct type of statue
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Re: Flying Tiamat
Yeah, that would be slightly more time consuming than 3:30 AM would have allowed. Animationsub is set at the pool level, so I'll have to fragment all the statues into their own pools and groups.
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.
Re: Flying Tiamat
or add an animationsub override further down (probably at the point where you determine what kind of statue it is: my memory of the mobs hierarchy is failing right now)PrBlahBlahtson wrote:Yeah, that would be slightly more time consuming than 3:30 AM would have allowed. Animationsub is set at the pool level, so I'll have to fragment all the statues into their own pools and groups.
or just move animationsub if it makes more sense somewhere else
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Re: Flying Tiamat
That's suggesting I know how, kjLotus I did try setting it with mob:AnimationSub() in the OnMobSpawn, but for whatever reason, that didn't work.
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: Flying Tiamat
I think the same goes for Jormungand and Ouryu, wings up means mighty strikes is active as well, although I forget the timer on this for mobs you could set it to trigger at 5% intervals or so which seems about right.Tiamat lands and flies on two-minute intervals. However, a phase change will be forced after 10,000 damage is dealt, regardless of the time spent in its current phase. (Note: If Mighty Strikes is active while Tiamat is on the ground, she will not fly under any circumstances until the duration of Mighty Strikes has expired. Nor will Tiamat use any TP abilities during Mighty Strikes.)
Only spell she should cast is Firaga III and Blaze Spikes, and her auto-regen should be high perhaps around Regen 3(28/3) or Regen 5(40/3)or(68/3).
Also -50% damage from magic and ranged attacks.
wandering the real world for awhile until I figure out where to hand in this damn quest, orz.