raidboss: r12s initial p2 triggers and timeline#1007
raidboss: r12s initial p2 triggers and timeline#1007
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Co-authored-by: xiashtra <91220277+xiashtra@users.noreply.github.com>
Co-authored-by: xiashtra <91220277+xiashtra@users.noreply.github.com>
Co-authored-by: xiashtra <91220277+xiashtra@users.noreply.github.com>
Co-authored-by: xiashtra <91220277+xiashtra@users.noreply.github.com>
Co-authored-by: xiashtra <91220277+xiashtra@users.noreply.github.com>
Co-authored-by: xiashtra <91220277+xiashtra@users.noreply.github.com>
Co-authored-by: xiashtra <91220277+xiashtra@users.noreply.github.com>
Co-authored-by: xiashtra <91220277+xiashtra@users.noreply.github.com>
Co-authored-by: xiashtra <91220277+xiashtra@users.noreply.github.com>
Co-authored-by: xiashtra <91220277+xiashtra@users.noreply.github.com>
Co-authored-by: xiashtra <91220277+xiashtra@users.noreply.github.com>
This should let the jump still have a lookahead without the forcejump incorrectly overwriting it.
I opted to split the tower position trigger to its own, separate from the stack/defamation which involves breaking out the mech counter to its own counter trigger in case one or the other is disabled.
Arguably this could be reduced in severity as it is 16s and maybe an added reminder alertText at ~6s?
Calls the direction of tether and its type to grab.
I don't have logs with this strategy.
I don't have logs for this strategy.
This strategy seems algorithmically different from the others in that there isn't a quadrant concept, rather swaps occur based on if it is stacks or defamations first.
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So I've added some strategy configuration for replication 4 (idyllic dream tethers to grab). I think in order to add further support for this for the location calls in A simple output would be to say something like Group 1 (East) or Group 2 (West) and leave it up to the player to define the further location. |
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My only feedback for this from a user standpoint is that some of the infoText is not displayed for long enough, especially if it's during a mechanic that requires quick precise movement. It may make sense to double the display time of some of the triggers where they won't overlap with others, but I don't have a list handy currently. I hope to have time to do a full code review on Saturday. |
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I'm planning on testing this tonight if my group makes it past p1 again. |
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I looked to see if I could map the Cosmic Kiss B4F4 hit back to the CombatantMemory Add for the tower, but the actor position at B4F4 ability can be incorrect in current implementation. While the lines preceding the ability show that the actor is in the correct spot (via a 261 Change log line), the current triggers are on the 271 log line which happened after the ability and so the data.actorPosition at the time of Cosmic Kiss was out of date. EDIT: Can be fixed with a delay on Cosmic Kiss or adding trigger for tracking the 261 updates too. |
Also fixes some issues with the tower followup calls: - More than 2 doom players ends up with no call - Pyretic player with doom getting avoid earth when they shouldn't move - Avoid Earth Tower trigger not firing due to missing return true
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Clarification on the commit comment for pyretic. If a player could cleanse doom and has pyretic, they no longer receive the avoid earth portion of the output. |
TTS is too long and ends up overlapping next trigger
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Just a heads up. I'm going to be on vacation starting next week, so won't be as active or able to test as much for about a month. |
N/S baits in DN don't use max melee phrase to describe the spots.
These I have been working on.
Timeline is based on network log.
Some of ideas of things TODO:
Double Sobat in P2 can have some weird output when checking heading of boss if the targetted player quickly changes or quickly moves to a new direction prior to the snapshot but most cases it is accurate. Not sure if this is fixed with using the target's location compared to boss center in the match instead of boss heading.EDIT: Switched to target vs source instead of heading, unsure if this is still an issue (I haven't seen it since). EDIT2: Potentially Snaking Kick rarely has similar issues with heading use?Replication 2 Nukemaru (JP Strat) config/detection. While I can probably code up something basic for it,I likely won't be able to test this but it has been added.Tower locations in P2 (I couldn't see a way to collect their location until after the fact when players have debuffs). It would also be helpful to know where that pesky earth tower is, which maybe is in its startsUsing cast that I just never bothered to check. The call outs in general here could be kind of spammy with the Doom (for cleansers), Pyretic, and avoid earth. EDIT: The Combatant Memory lines for them being added prior to casts has unique BNpcID for each tower type.EDIT: Tower pattern detection added, further update could be done to automatically assume the ranged players soaked the outer triggers for the strategies, but I think I'll leave that out for now.breakout outputs based on dn strategy (call the group 1-4/intercard quadrant and to grab stack or defamation?) . EDIT: NA/EU/JP all do this differently, so probably going to end up with multiple config options here to eventually.This is partially done, future update for adding the stack/defamation locations after tether grab.Note: Didn't realize renaming branch would close previous PR #964 and didn't have permissions to re-open the PR.