SQL: Corrected spawn points for Instance 1 of Diabolos BCNM & Sky summons. Gave the Diremites in Diabolos BCNM's their own pool entry.
CORE: Added onMobFight call for Spheroid family (for sky functionality).
- Changed the mobs being used in Divine Might to be consistent with other BCNMs.
- Changed the size of mob_skill_name so that two moves were no longer truncated, and therefore doing 0 damage when their scripts weren't found.
- Some other data I'm planning on using might have been stashed in there to prevent future table changes.
SCRIPTS: Some requires in bcnm.lua that would probably have bitten someone, somewhere, some day. Preventive maintenance!
- Dominion Slash, now with 100% fewer nulls! And proper dINT checking.
- Updated scripts in LaLoff to reflect the database changes.
SCRIPTS: add Dynamis-Beaucedine:
- add TE, HP and MP bonus.
- add all statue/eye position, all nm and attestation nm, and boss and his 4 pets.
- pukies can't repop if correct dynamis statue are killed.
- the boss can cast magic but no tp for now.
DB: add all positions and level.
NOTE: many statue are missing and named NPC, "dynamis mob" name is missing too.
- Fixed what I broke in ZM4's BCNM file.
- Stopped Tungs'iton from spawning an avatar pet, since that's for his Astral Flow.
- Randomized the element and spell list for the elemental.
DATABASE: Gave all mobs in ZM4 TP moves, so they'll be a bit less boring.
- Added elemental skins to mob_change_skin. ZM4 is a decent example of how you can use this for BCNMs. A better pet system will be needed for regular mobs.
- General clean up of Sacrificial Chamber npc_list. The exit door shouldn't be named NPC anymore.
-removed "readies" message for mobskills with 0 activation time
-changed how win requirements are determined in BCNMs: rather than every mob being defeated, every mob that has the appropriate flag from bcnm_instance (new column, bit packed, new enum in instance.h)
-changed how BCNM mobs are spawned: setting the appropriate flag in bcnm_instance will decide whether to spawn a mob or not. No more spawning a phase 2 encounter in the middle of nowhere
-added extra functions for BCNM scripting: setDelay, setDamage, castSpell, useMobAbility, setSpellCooldown, setAutoAttackEnabled, setMagicCastingEnabled, setMobAbilityEnabled.
SCRIPTS: -fixed magic barrier not blocking magic
-fully implemented Shadow Lord (5-2) fight (except his missing buffs/debuffs)
SQL: -fixed the availability of Shadow Lords TP moves and gave him spells to play with
-moved the "hidden" phase 2 Shadow Lords spawn point to the actual spawn point
So far I have done:
- Added 5 Npc burning circle in LaLoff Amphitheater
- Added Ark angel npcs for cut scenes in LaLoff Amphitheater
- Added all divine might mobs for all 3 instances (including tiger + wyvern)
- Added the bcnm info and zone to bcmn.lua (it's there and selectable)
- Added script in ro'meave that provides ark pentasphere
(will need full moon / clear weather / time conditions implementing)
- Added script for the quest giver in The Shrine of RuAvitau
If you are on ark angels you can complete divine might to also complete ark angels
If you have completed ark angels, completing divine might will not effect a high zilart mission
You can select an earring on completion
-Now for the BAD news!!
On completing the bcnm fight in LaLoff Amphitheater, you character will get stuck during end CS where a door is supposed to open.
This quest cannot be used until we either fix the door or use a dirty method.
Once the door issue is fixed the last task should be to implement Npc's (the 'Run away' and 'stay' option giver)
- statue position first part only
- spawn of vanguard is random (2 per statue)
- TE HP & MP Bonus OK
- Boss Trigger
- Boss + KI
NOTE 2 skin of vanguard are not correct, if you have an idea for that.