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so its not always 5 then but the chances of it picking the other ability are low, or what? See the exact way its choosing which ability to use and what the exact conditions are will factor heavily into how we handle it. If its not perfectly predictable we can't code a static behavior, and weighting which skill to use is a feature we do need for many mobs but we do not yet have. Some forks of LSB have made their own ways to alter the skill selection process mobs use but here in upstream we don't have anything yet. There is an open issue for it I think (might be in the list of battle mechanics).
That sounds like we can listener for being dispelled, set var in a mixin on trigger |
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There isn't a "great" way in the base to weight TP moves based on external factors. When I was working on some random Abyssea stuff last year, I was handling adding weight to TP moves by running a listener for criteria, and then having the mob change behavior by having it run its TP move checks thru the lua and weighing them by percentage in an if/else tree. Basically something like
It's dirty and probably inefficient but I didn't want to spend hours building out a core way of handling this behavior since it is sort of niche. Good luck buddy, Abyssea is a whole bag of marbles! |
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Hello LSB team,
I have spent some time gathering mob logic from Abyssea and would like to continue my capture project of the areas. Something that I have found across the web and in my own captures is the repeatable mobskills used by most NM's within Abyssea areas. This type of logic to me is probably best handled through a listener or a mixin for Abyssea. I want to help with the project to get these mobs as close to retail as possible for other servers to begin minor testing of Abyssea for battle related content. I will give two examples of one area I have found and what I came to a idea about but I am fully willing to adopt more logical ideas from the team.
Abyssea - La Theine
Megantereon Logic:
This mob will use the ability "Roar" multiple times in concession until "Disorienting Waul" is used. This type of action has went for up to 5 consecutive triggers before Waul is used. I decided to use a TP return rather than calling mob:useMobAbility(270) since this will begin to fire off endlessly, but this type of structure would introduce more magic numbers over all Abyssea type mobskills and logic. This leads me to think repeatable logic should be handled as either a mixin or a global for a input of the ID we are preforming repeatable logic on. Here is a video reference of the ability being triggered twice before "Disorienting Waul"
https://drive.google.com/file/d/10_IfbahIfn_Nyl2wfa12v03RHOWUIXoy/view?usp=sharing
Trudging Thomas Logic:
This mob when under the effect of "Rage" will trigger multiple "Ram Charges" until the effect of "Rage" has expired or is dispelled from the mob. I did not create a logical example of this ability repeating as I wanted to host a discussion to see what ideas can be considered for these mobs. I would assume this is a check for a status effect and then a return of the mob ability or calling a TP feed. I did capture using "Dispel" to remove the "Berserk" effect and the chain abilities stopped without a final mobskill and this would prevent using a TP feeding logic structure (would have fired off again if the TP was being set to 3000) You can find it in the video reference here
https://drive.google.com/file/d/1sfJjmTXUjlIiUG8Mos4pbo7p-JX5F0zR/view?usp=sharing
Please let me know what your thoughts are on this and possibly the best method moving forward for monster implementation.
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