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Experimental Battlefield: Ouryu Cometh #5905

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CatsEyeXI
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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?

Adds an experimental battlefield: Ouryu Cometh
Mainly this PR adds a battlefield script that will make use of the missing ID's which are available to all other battlefield zones.
Without these ID's present, any battlefields added to this zone will error out in the battlefield global.

Steps to test these changes

!pos 732.550 -32.5 -506.544 30
!additem cloud_evoker
Trade it to the Spatial Displacement

@cocosolos
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This isn't how this battlefield works. 16900340 is the ID of the entry NPC, the Unstable Displacement at I-9. Similar to Bahamut V2 there's only 1 battlefield area in this zone and the exit NPC is 16900359.

@CatsEyeXI
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thank you both for your guidance.

{
{
mobs = { 'Ouryu' },
superlink = true,
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So just one last thing as I look with a fresh mind: Groups superlink to their own, so instead for here and below, you're going to need to use superlinkGroup = 1 instead (can have multiple groups defined, but if they need to link together, need to be the same)

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@CatsEyeXI CatsEyeXI Jun 13, 2024

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should be all set, mister. I added the missing elementals as well.

{
mobs = { 'Ouryu' },
superlink = true,
death = utils.bind(content.handleAllMonstersDefeated, content),
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This death handler will most likely need to be defined locally for when this BCNM has loot support since there is no armoury crate, but instead a direct drop to loot pool. For now I would suggest just a comment and a function to set battlefield status to WON

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retested and everything still works as it should.

image

Comment on lines 17 to 18
entryNpc = 'Unstable_Displacement',
exitNpc = 'Spatial_Displacement',
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I'm not well versed on the new battlefield system. How exactly are these strings used? There are several NPC with both of these names, so will any of them trigger the battlefield functions? Do they need to be renamed to be distinguished from the other ones?

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I'm more of a fan of id definitions since it's more clear, but in certain cases it will add all

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@claywar claywar Jun 12, 2024

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For exit, it indeed applies to all so if there are some that this does not apply to, it needs a unique name

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For exit, it indeed applies to all so if there are some that this does not apply to, it needs a unique name

Just so we're on the same page, is that out of scope for this PR? I'm happy to follow up with another to rename the exit NPC to something unique like Spatial_Displacement_BF (for battlefield)

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That is absolutely in scope for this PR. You do not want to assign the exit functions to NPCs where it does not apply.

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For what it's worth I tested this in a party so I could trigger the outside NPCs while having BCNM status and all the outside spatial displacements behaved normally and I only got the exit prompt after entering the battlefield. Still should distinguish them but good to know there seems to be some safety.

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That is absolutely in scope for this PR. You do not want to assign the exit functions to NPCs where it does not apply.

No problem, I've added a commit for that change as well.

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