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Mamool Ja Family Improvements #5992
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I usually prefer to limit animation and subanimation changes to family mixings, instead of the actual mobskill scripts. Because that helps with compability and with some very weird edge-cases where subanimation shouldnt change Having said that, good stuff. Really. |
local dmgmod = 3 | ||
local info = xi.mobskills.mobPhysicalMove(mob, target, skill, numhits, accmod, dmgmod, xi.mobskills.magicalTpBonus.NO_EFFECT) | ||
local dmgmod = 1 | ||
local info = xi.mobskills.mobPhysicalMove(mob, target, skill, numhits, accmod, dmgmod, xi.mobskills.physicalTpBonus.DMG_VARIES, 1, 1.5, 2) |
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Funny enough xi.mobskills.physicalTpBonus.DMG_VARIES
doesnt actually do anything. It enters this:
if tpEffect == xi.mobskills.physicalTpBonus.DMG_VARIES then
hitdamage = hitdamage * MobTPMod(skill:getTP() / 10)
end
and then even at 3000 tp the function MobTPMod
just returns 1.
I want to say the "Damage varies with TP" is just the FTP values you provided at the end.
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I looked into some of these functions and there are many issues with them. I've started to wrap my head around how this is all suppose to work but there is still much I'm piecing together. Correcting this is a whole project in itself.
While playing around with it I discovered that changing the subanimation in the mobskill script is actually bad since it messes with animations. Like for this if you change it too early for the weapon throwing skills then the weapon disappears during the skill animation which is obviously wrong. |
You could use a listener in the family mixing for mobskill state exit. I kind of remember this being an issue with mushroom mobs. I dont remember 100% if it was fixed, but I think it was. I would look there to see how those moskills are handled. |
That's what I did |
|
I affirm:
What does this pull request do?
This includes several changes related to the Mamool Ja family.
https://docs.google.com/spreadsheets/d/1YBoveP-weMdidrirY-vPDzHyxbEI2ryECINlfCnFkLI/edit?gid=57955395#gid=57955395
Steps to test these changes
Travel to any location with some Mamool Ja. Their weapons can be broken from critical hits (10% chance). Use
!tp 3000
repeatedly to test their weapons skills and see that they use them appropriately based on the weapon state.