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[lua, sql] Mission 5-2 Fixes - #11341

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KiplingFFXI:Shadow-Lord-5-2
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[lua, sql] Mission 5-2 Fixes#11341
KiplingFFXI wants to merge 1 commit into
LandSandBoat:basefrom
KiplingFFXI:Shadow-Lord-5-2

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@KiplingFFXI

@KiplingFFXI KiplingFFXI commented Sep 1, 2026

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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?

This PR adjusts mutliple things with Mission 5-2 against retail captures, including:

The Fight

  • The Shadow Lord has a death animation that was never hooked up. Now it is.
  • He does not drop dead on the last hit. He holds on, plays the animation, then falls a few seconds later.
  • The fight ends once that has finished.
  • Added observed base damage modifier.

Post Fight

  • The victory cutscene now runs the way it does on retail.
  • You get the Shadow Fragment during the cutscene instead of at the end.
  • You land in the right spot outside Castle Zvahl Baileys. It was slightly off before, and facing the wrong way.

Windurst

  • The cutscene when you go back to Heaven's Tower only plays once. It used to play every time you zoned in.

Other

  • This fight was never level capped on retail, so the 75 cap is gone. Buffs still get stripped when you enter.
  • Minor cleanup to a few event calls.

Steps to test these changes

Run the mission in all 3 nations. See it still works but has all the stuff listed above.

Captures

Capture files in video description.

https://www.youtube.com/watch?v=NYGQYdicwCo

Siknoz

Mission - Sandoria - 5-2 The Shadow Lord.zip
Windurst 5-2 - The Shadow Awaits.zip

@Xaver-DaRed

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Please rebase this. macOS CI keeps failing

mobArg:getLocalVar('[ShadowLord]Defeated') == 0 and
damage >= mobArg:getHP()
then
mobArg:setUnkillable(true)

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Shouldnt it be unkillable always, from the start?

end

entity.onMobSpawn = function(mob)
mob:setUnkillable(false)

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yeah, here, why allow it to die to then use the listener to set him unkillable?

@KiplingFFXI KiplingFFXI Sep 12, 2026

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Everything should be fixed now. I'd never set a listener to prevent death before so didn't realize I should set it like this - thank you

@KiplingFFXI

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Rebased after key item PR

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2 participants