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Initial release of Isle of Bios #3337

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@Vaans Vaans commented Feb 11, 2025

  • I have followed [proper Hercules code styling][code].
  • I have read and understood the [contribution guidelines][cont] before making this PR.
  • I am aware that this PR may be closed if the above-mentioned criteria are not fulfilled.

This pull request introduces the initial release of the Isle of Bios instance, adding new NPCs, quests, items, and instance mechanics.

Changes Included

  • Added NPC_Comet for in-game interactions.
  • Integrated Quest Database entries related to the Isle of Bios.
  • Updated Item Database with relevant items for the instance.
  • Implemented the Instance mechanics, including spawn points and progression logic.

Issues Addressed

This PR resolves #241 , ensuring the instance is fully functional and integrated with the existing game mechanics.

Testing & Validation

  • Instance tested for proper enemy spawns and player interactions.
  • NPC dialogs and quest flow verified.
  • Items correctly registered in the database.
  • No breaking changes detected with existing content.

Additional Notes

Further balancing and improvements may be required based on feedback.
Any additional suggestions or testing feedback are welcome.
This is a conversion of the original files from rA with some modifications to make them work in Hercules.

@Vaans Vaans changed the title Initiale release of Isle of Bios Initia release of Isle of Bios Feb 11, 2025
@Vaans Vaans changed the title Initia release of Isle of Bios Initial release of Isle of Bios Feb 11, 2025
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Thank you for your contribution!

I finished a first review, I could see several formatting issues, but also some logical ones too.

I did not try running it, I can see it passes CI, but from my code review I believe some things are likely to fail at runtime (maybe under specific circumstances)

Some things I am not really sure, so there are several questions on my review. And anyways, feel free to ask/counter request changes that doesn't make sense. I don't know much about this quest, so I maybe have missed something

@@ -77199,6 +77199,36 @@ mob_skill_db:(
Emotion: 3
}
}
// Episode 14.3: Isle of Bios
GRIM_REAPER_ANKOU: {
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Please use a hard tab (\t) here instead of spaces to match the rest of the file indentation.

SkillTarget: "MST_SELF"
CastCondition: "MSC_ALWAYS"
}
}
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Please use a hard tab (\t) here instead of spaces to match the rest of the file indentation.

SkillTarget: "MST_SELF"
CastCondition: "MSC_ALWAYS"
}
NPC_DARKCROSS: {
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This seems to be missing one indentation level

SkillTarget: "MST_TARGET"
CastCondition: "MSC_ALWAYS"
}
NPC_DRAGONFEAR: {
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This seems to be missing one indentation level

"Vet_Nepen_Heel",
"Vet_SliverFox_Boots",
"Vet_Ungo_Boots"
)
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Please add an empty line at the end of the file.

This is important to prevent possible issues in tooling (and if memory serves well, also helps git doing its diffs)

Race: "RC_DemiHuman"
Element: ("Ele_Earth", 2)
Mode: {
CanMove: true
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according to rA, this monster has AI = 4, which if I understood right, it should be:

04: 0x3885 (angry, change-target melee/chase)

that bitmask actually adds a few others: CanMove (1), Aggresive (4), CanAttack (128)

is the Mode from this PR correct?

Comment on lines +82338 to +82381
Id: 3011
SpriteName: "EP14_3_DEATH_A_MOB2"
Name: "Corrupt Baby Desert Wol"
Lv: 158
Hp: 232890
Sp: 1
Exp: 12390
JExp: 16104
AttackRange: 1
Attack: [1016, 1395]
Def: 240
Mdef: 45
Stats: {
Str: 100
Agi: 85
Vit: 100
Int: 88
Dex: 120
Luk: 50
}
ViewRange: 10
ChaseRange: 12
Size: "Size_Small"
Race: "RC_Brute"
Element: ("Ele_Fire", 2)
Mode: {
CanMove: true
Aggressive: true
CanAttack: true
}
MoveSpeed: 150
AttackDelay: 864
AttackMotion: 400
DamageMotion: 150
MvpExp: 0
Drops: {
Yggdrasilberry: 10
Old_Blue_Box: 20
Branch_Of_Dead_Tree: 20
Yellow_Gemstone: 20
Blue_Gemstone: 20
Red_Gemstone: 20
Fruit_Of_Mastela: 20
}
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Same questiosn for attack, mode (also AI = 4) and card

Comment on lines +82384 to +82427
Id: 3012
SpriteName: "EP14_3_DEATH_A_MOB3"
Name: "Corrupt Familiar"
Lv: 158
Hp: 222550
Sp: 1
Exp: 12390
JExp: 16104
AttackRange: 1
Attack: [1002, 1381]
Def: 240
Mdef: 70
Stats: {
Str: 86
Agi: 85
Vit: 75
Int: 53
Dex: 100
Luk: 50
}
ViewRange: 10
ChaseRange: 12
Size: "Size_Small"
Race: "RC_Fish"
Element: ("Ele_Water", 2)
Mode: {
CanMove: true
Aggressive: true
CanAttack: true
}
MoveSpeed: 120
AttackDelay: 864
AttackMotion: 400
DamageMotion: 150
MvpExp: 0
Drops: {
Yggdrasilberry: 10
Old_Blue_Box: 20
Branch_Of_Dead_Tree: 20
Yellow_Gemstone: 20
Blue_Gemstone: 20
Red_Gemstone: 20
Fruit_Of_Mastela: 20
}
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Same questiosn for attack, mode (also AI = 4) and card

Comment on lines +82430 to +82473
Id: 3013
SpriteName: "EP14_3_DEATH_B_MOB1"
Name: "Corrupt Orc Warrior"
Lv: 158
Hp: 300000
Sp: 1
Exp: 12390
JExp: 16104
AttackRange: 1
Attack: [1066, 1445]
Def: 240
Mdef: 60
Stats: {
Str: 150
Agi: 85
Vit: 150
Int: 40
Dex: 122
Luk: 70
}
ViewRange: 10
ChaseRange: 12
Size: "Size_Medium"
Race: "RC_DemiHuman"
Element: ("Ele_Earth", 2)
Mode: {
CanMove: true
Aggressive: true
CanAttack: true
}
MoveSpeed: 150
AttackDelay: 864
AttackMotion: 400
DamageMotion: 150
MvpExp: 0
Drops: {
Yggdrasilberry: 10
Old_Blue_Box: 20
Branch_Of_Dead_Tree: 20
Yellow_Gemstone: 20
Blue_Gemstone: 20
Red_Gemstone: 20
Fruit_Of_Mastela: 20
}
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Same questiosn for attack, mode (AI = 19 here) and card

AI 19:

No. Bits Mob Type Aegis/eA Description
19 0x3095 Any aggressive, change-target melee/chase, cast sensor idle

note: I did not check mobs 3014 onward, as I think these points would repeat.

@@ -18943,6 +18943,36 @@ skill_db: (
Description: "Wide Charm"
MaxLevel: 5
},
{
Id: 708
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Shouldn't it also include ShowSkillScale ? as rA has ShowScale

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2 participants