Add Boss revives to SS3 - #5
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gonlad-x
marked this pull request as draft
July 27, 2026 12:36
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Bug where game crashes if SS3 is launched after the game is already running. |
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Fixed by this commit |
gonlad-x
marked this pull request as ready for review
July 27, 2026 13:13
Both bonfires shared the identical BonfireId (3301954) in WarpEntries, so selecting Abyss Watchers made the exact same TravelService.Warp() call as selecting Keep Ruins. Corrected to Abyss Watchers' real bonfireEntityId (3301951), confirmed directly against BonfireWarpParam in Smithbox. Live-tested; warps to the correct arena bonfire now.
Implements single-boss revive (regular + first-encounter variants) for all 25 vanilla bosses, driven by a per-boss event flag dataset embedded in Resources.resx (Models/BossFlag, Models/BossRevive, DataLoader.GetBossRevives). Boss-revive state, commands, and logic live directly on EnemyViewModel alongside every other boss-specific mechanic it already owns (Cinder, Oceiros, Deacons, King of the Storm), rather than as a separate ViewModel — matching the convention the codebase already uses. The Enemies tab UI that exposes this is added in the next commit. Reviving clears a boss's own BossFlags (and, for a first encounter, its FirstEncounterFlags too), regrants Dancer's Basin of Vows on first-encounter revive so her cold-open trigger can retest (FirstEncounterItemId), and clears each boss's bonfire Discovered/Lit flag alongside its Defeat flag so the post-fight bonfire's state stays consistent after a revive. Oceiros' Consumed King's Garden shortcut door is included in his BossFlags since it's governed by its own dedicated flag rather than his Defeat/Encountered flags. Rest on Revive is decoupled from the warp: it only warps the player when they're already standing in the boss's own block, but Rest always fires independently of location whenever the checkbox is on, since resting isn't logically tied to being in the boss's room. Flag data was cross-referenced against vanilla EMEVD scripts and Smithbox param/MSB data rather than trusted from any single modding source; a few flags (Iudex/Champion Gundyr's shared shortcut, Nameless King's first encounter, Pontiff/Aldrich's Encountered flags, Twin Princes/Friede's interaction-range flags) needed correcting after cross-checking multiple sources against each other.
Nests a "Boss Revives" sub-tab under Enemies, listing bosses by area with search, live Dead/Alive/First-Encounter status, and Revive/Revive-as-First- Encounter buttons plus a Rest-on-Revive checkbox, all bound directly to EnemyViewModel from the previous commit.
…zer for _areOptionsEnabled
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Rebased with new master ! |
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Add feature to revive bosses, either as First Encounter or Rematch. I tested both on all bosses.
It works very similarly to TarnishedTool's revive feature; most difficult part was finding all the relevant flags. They have been documented in this spreadsheet. The only "bug" (does not affect gameplay) is that the warp to Undead Settlement cutscene is not replayed on subsequent defeats.
Also worth noting, it should re-drop Basin of Vow when using Dancer's first encounter revive option (if it's not in your inventory anymore) because it is needed to trigger to fight's custscene. Apart from that, re-defeating bosses only awards you souls, not their unique Soul/drops.
That's it :)