Limbus
- Removed and tabled all NPC and mob IDs from mob and NPC files in Temenos and Apollyon.
- Updated NPCs and mobs from Wren's PR #6193 and retail caps.
- Randomize both crate and portal mobs where appropriate.
- Function to spawn random crate type by changing model.
- Updated entry requirements in bcnm.lua.
- Restructured Armoury Crate handling to use the crate model instead of ID. Custom handling per area.
- Player var is saved depending on which entrance to Apollyon is used, used to position the player correctly when leaving the battlefield and removing the correct key item for central areas.
- Server vars used for tracking time remaining for Sentinel Column/Scanning Device.
- Most/all floor mechanics should be working correctly.
- Gunpod handles loot rolling like a chest, several possible loot groups.
- Fixed doors/portals in Temenos and Apollyon.
- Temenos and Apollyon mobs now path correctly.
- Mobs have their correct 2hrs.
- Fixed an issue in bcnm.lua where a mask is being passed instead of a battlefield ID. The IDs are now correctly being checked in findBattlefields.
Note on SW Apollyon floor 3 (mimic floor): There are supposed to be 7 mimics and 3 real crates on this floor. From retail vids it looks like the NPC itself turns into a mob or opens as a normal chest. There are, however, 13 crate IDs in the range for this floor, and there don't seem to be any missing crates anywhere else. The way I implemented this was to have 10 NPCs, 7 of which will spawn 1 of 3 available mimic mobs. If all 3 happen to be up at once, the rest of the crates will do nothing until one of the mimics despawns. A sequence of 3 random crates will act as time, restore, and item crates. I feel like this adds more chance as mimics aren't identifiable by their ID.
Notes
- Individual mob drops/stats/weakness/resistance may need adjusting.
- Armoury Crate drop rates may be inaccurate. Doesn't take into account 0~2 chance to drop slots, also small sample sizes on wiki. Maybe equalize droprates?
TODO
- Target Analysis needs implementing for Proto-Omega.
- Move Citadel Buster logic to mixin.
Thank you for taking the time to start fixing up what is my favorite content of the 75 cap days of the game. can you say what is being done and what it fixes when you post pr's tho? Like the change from messageBasic to messageSpecial - without loading up the exact message being used there I don't know if you are fixing a mistake or making a mistake. If you detail in your initial commit messages and pr comments then we'd know what you found and corrected there. just "Temenos" tells us almost nothing.
Thanks for taking lead on this! No idea when I'd get around to it, since I'm focused on Dynamis first. Glad you found my draft PR. You may also find useful this spreadsheet created by my friend Bri. https://docs.google.com/spreadsheets/d/1UyMlLNgvB1quY1StNsiQLwFnXNOOZNEEIh6SeoYZgrA/edit#gid=0, which contains our combined effort to sort out the various chests in both Temenos and Apollyon (note that spreadsheet has two tabs)
@wrenffxi thanks for the spreadsheet! I'm currently running through the zones on retail and I've noticed a few things I still need to change. Still have no idea how to handle the doors in Temenos. There's IDs 16929197~16929220 which are positioned where the actual doors are. That may explain why all the z positions are off noted in the spreadsheet, but I can't get any of them to actually do anything.
I have the Temenos doors running in our server mostly through the mob lua files. Apollyon too. We had a pretty good limbus situation going on, but it utilizes the old system of BCNM crap. This spreadsheet was preparing for the alignment with new BCNM crap. LMK if I can help you out any.
@Brierre How are you opening the doors to the teleporter rooms? That's pretty much the biggest thing I'm missing, getting the Temenos doors to open and the teleporter pads to light up in both zones.
rebase please :heart: