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[lua] Port ASB JoL #6312

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@WinterSolstice8 WinterSolstice8 commented Oct 3, 2024

I affirm:

  • I understand that if I do not agree to the following points by completing the checkboxes my PR will be ignored.
  • I understand I should leave resolving conversations to the LandSandBoat team so that reviewers won't miss what was said.
  • I have read and understood the Contributing Guide and the Code of Conduct.
  • I have tested my code and the things my code has changed since the last commit in the PR and will test after any later commits.

What does this pull request do?

Backports a more functional JoL from ASB

Steps to test these changes

Fight JoL, see eveything is normal

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Drafting for CI

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@zach2good zach2good left a comment

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Slap an experimental flag on here and make it drop no loot 👍

@WinterSolstice8 WinterSolstice8 force-pushed the port_ASB_JoL branch 2 times, most recently from 07c3731 to c62bd4e Compare October 3, 2024 23:11
[5] = 5029, -- Ltng List
[6] = 5030, -- Water List
[7] = 5024, -- Light List
[8] = 5031, -- Dark List
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This indexes are xi.element.NAME

We will need to make sure this IDs are defined in the DB aswell

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updated to use real spell lists


-- Animations, action IDs and elemental absorb mods are directly mapped to eachother per retail caps
-- in the "standard" order, Fire Ice Wind Earth Thunder Water Holy Dark
local eleAbsorbModID = { 459, 460, 461, 462, 463, 464, 465, 466 }
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This concrete line is unnecesary, I think. We have the element table inside combat folder for them, following the same elemental order

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removed and replaced wit the combat definition

end

entity.onMobFight = function(mob, target)
-- reduce regen after nine Xzomits and Hpemdes are killed
mob:setAnimationSub(2)
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@Xaver-DaRed Xaver-DaRed Oct 3, 2024

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This seems weird. This would mean we are constantly setting its animationSub. We are already doing that onMobEngaged and I dont see it being changed anywhere else

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Commented for now, but leaving in as a note for myself when I test

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Slap an experimental flag on here and make it drop no loot 👍

This thing is fully featured and complete (I've fought it several times on Horizon and the final changes to make it retail accurate for the skill swaps/animations (packet stuff) were from me)
EXCEPT -- all Yovras don't have Flourescence and Torrential Torment as of now. There's really no reason to make it experimental.

There's also one bug that I intend to fix (standback doesn't work correctly for JoL, but that will come in a later commit)

@WinterSolstice8 WinterSolstice8 force-pushed the port_ASB_JoL branch 10 times, most recently from 59fd769 to 2345b98 Compare October 4, 2024 12:52
if pet and pet:isAlive() then
pet:timer(1500, function(petArg)
if petArg:getFamily() == 269 then -- xzomit
petArg:useMobAbility(786) -- lateral slash
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We have enums for these now, can you at these there please?

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done (this made me look into the fact that Xzomits were told to use a tonberry move. it looks like this section is guessed -- as far as I know, nobody has gotten a capture with JoL using Astral Flow with an xzomit up)

@WinterSolstice8 WinterSolstice8 force-pushed the port_ASB_JoL branch 5 times, most recently from 16074a9 to 87d221f Compare October 5, 2024 03:48
-- It was hard to figure out who did what on which file so I just blanket added anyone who sorta looked like they worked on these files --
Co-authored-by: Frankie-hz <[email protected]>
Co-authored-by: Kravy <[email protected]>
Co-authored-by: WinterSolstice8 <[email protected]>
Co-authored-by: TracentEden <[email protected]>
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3 participants