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[Lua, SQL] Fix bugs in confrontation, add IDs to valkurm #7121
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scripts/zones/Valkurm_Dunes/IDs.lua
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MARCHELUTE = GetFirstID('Marchelute'), | ||
DOMAN = GetFirstID('Doman'), | ||
ONRYO = GetFirstID('Onryo'), | ||
HOUU_THE_SHOALWADER = GetFirstID('Houu_the_Shoalwader'), |
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can we put these in alpha order
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I can do that - Is that the format going forward? I haven't seen any "IDs.lua" file follow that format yet, but it makes sense to me
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If we use a raw id, like with text ids, we follow the id order.
With this ones we are moving away from raw ids, so we have to follow another order. Alphabetical order makes sense
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I've purged all information about this system from my mind since I originally wrote it, so I'm going to have to assume this all does as you say it does 😆
To get proper GH attribution, you have to add this line to the commit message:
Otherwise it won't pick it up |
Can you make sure to test other things that use confrontation? Garrison, the AMK Cardian Fight, etc.? |
Got it thanks. Will fix tonight. |
Co-Authored-By: TracentEden <[email protected]> github.com/AirSkyBoat/AirSkyBoat 0c8cb7e github.com/AirSkyBoat/AirSkyBoat 3881abe
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I affirm:
What does this pull request do?
Improves a number of things required for confrontations to work properly
Steps to test these changes
Setup some dummy confrontation somewhere, such as qm4 in valkurm dunes (!pos -168 4 -131 103, id = 17199740)
Test out numerous edge cases for wins and losses.
Player can still force win with multiple players because hate list doesn't autopopulate all alliance members. So spawning player can pop mobs, then zone. Mobs will then despawn, and because valid player count > 0, win condition triggers. This can be fixed by adjusting the logic in npcUtil.lua to include the enmity player list logic. To be handled in separate PR.
coauthor: TracentEden [email protected]
github.com/AirSkyBoat/AirSkyBoat 0c8cb7e
github.com/AirSkyBoat/AirSkyBoat 3881abe