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[BCNM] Implement BCNM20 Shooting Fish #6220
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sql/mob_skill_lists.sql
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-- Next available ID: 2014 | ||
INSERT INTO `mob_skill_lists` VALUES ('Shooting_Fish',2014,313); -- knockback aquaball - BCNM20 Shooting Fish | ||
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-- Next available ID: 2008 |
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Can remove this, 2008 is used
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Looks good! Just missing the new type info for the skill.
----------------------------------- | ||
require('scripts/globals/mobskills') | ||
----------------------------------- | ||
local mobskillObject = {} |
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---@type TMobSkill
Co-Authored-By: dallano <[email protected]>
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I can't comment on the exact line, but is everything in place for this to not be considered experimental? Mob levels, mob hp, resistances, the mechanics, the loot, the entry, etc. |
The loot in the .lua is set to the exact rates of Clopedia with limited samples. Given the limited drop variance, Platoon weapons for example are more likely each an equal weight with the others in the slot. Would it make sense for the weights to be more equalized for some of these drops? |
Yes, ideally we use loot with the weights defined in |
I affirm:
What does this pull request do?
Implements the Aqua Ball Mechanic for BCNM20 shooting fish.
Basis and evidence for following changes:
https://youtu.be/V0Qp99O1AkA
https://drive.google.com/open?id=1ZpZ9FEQ3TYeCc9lPig-y2p6pCRLNkdyF
https://ffxiclopedia.fandom.com/wiki/Shooting_Fish
Ability 313 it is - renamed from counterspore for clarity
Steps to test these changes
Enter BCNM20 shooting fish and see the mobs properly only use their knockback aquaball as a auto-attack.