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raidboss: add The Forked Tower: Blood triggers and timelines #774
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@Legends0 Thanks for your contribution! 🌵🚀 |
A couple abilities happen too close to each other that I missed
Mostly just to free up the error message from recent commit in main
Note: The triggers will need to be adjusted for cases where player needs to cross, but I'll get to that later.
Misread the tether id of the snowballs, which simplifies the trigger to not need LocaleText or phase checking Using alarmText for Players with Tether and alertText for the others.
I just realized that StatusEffectListForay3 packet captures are missing from FFXIV ACT Plugin which means triggers relying on status effects from Forked Tower won't function. |
That's why I haven't bothered to do anything for Forked Tower. Most of the Magituar mechanics are going to need statuses from that uncaptured packet. |
My logs showed time delay needed for location data varied 2.3s to 2.6s.
the forcejumps can cause the timeline to show wrong predictions
Now uses the gainsEffect. - Initial call for where to go for first jump - Initial call for a solution (intercards called as one spot) - Dynamic calls on each hit/dodge (does not rely on initial call), and also handles immunity shenanigans with getting hit by both The individual calls use longform of direction strings.
I found where in the log the meteor location in the first boss is found. There is a 261 log line of a combatant add with BNpcID 1EBD76 which can appear slightly before or after the boss startsUsing cast of cometeor of dangers. It "spawns" at (700, 409) for south, (700, 349) for north. It also moves an enemy combatant (271 log line) to its location about the same time as Crater Later expires that the other players also have an invisible actor do to create the circle aoe. |
some minor corrects, add all encounter abilities to comments
Earlier call for players with debuffs, removes some calls for those players. This is still a bit noisy for players without debuffs, however the headmarker triggers currently resolve situations where players have multiple debuffs and the gainseffect trigger would need more rework to replace that.
Calls to the player they have a stack on them with time
I originally wrote this without understanding there were 9 stacks, with 3 different timings.
Set to alert since they can potentially cause a wipe if debuffs are wack, but there is plenty of time.
This also adds configuator for BAP Daggers. Usually cactbot tries not to use a specific strategy, but this might be a case where BAP Daggers is so widely used it should be the default. Currently just names the pattern, but with better Assassin's Dagger counting triggers, we can call when to move into square/update axeblow/lanceblow when safe to dodge.
I think I've found where the statues spawn in for Demon Tablet. Surprisingly the 261 add combatant lines appear about .1s before A2E9 Summon starts using, yet they aren't visible until about a second after the cast ends. There are four adds with BNpcID 1EBD7. |
This is much earlier, even ~5s earlier than visible in game. I opted to leave the collect trigger as a backup that isn't relying on OverlayPlugin.
This one is based on the 261 log lines from OverlayPlugin for the bnpcid responsible for the cross puddles
I have time to do some work for Marble Dragon as I can now see the 261 log lines that have bnpcids responsible for the puddles. Will take some time to create triggers for. I am also not certain if there are different strategies for what these should call. The Rain 2 might require tracking Frigid Twister movement to get a CC/CCW to base its initial spot on or could just say twisters moving cc/ccw, and/or say something like crosses first (in)/circles first (out). These are the coordinates for the puddles in Imitation Rain 2:
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Adds timelines based on fflogs logs.EDIT: Now all network log based.I have tested the Demon Tablet in game without the added window 100,50 sync, it could sometimes be off by a few seconds so I added that sync.I plan to add more as I get to it... unsure if anyone else has started these. Might do some basic triggers as well.
Will need to revisit once StatusEffectListForay3 packet captures are available.
Boss 1
could have an earlier front right/back left call for gravity, but I couldn't get the data in game in time from what I was trying with OverlayPlugin. Maybe some other entity or log line has it. Meteor data seemed unavailable, was expecting some MapEffect at least to say where they need to go to but even that didn't seem to be present?Completed?Boss 2 is pretty solid, maybe possible to call where the fireballs will spawn at, but I didn't look into it much. Could also call a role positions for that.
If debuffs are known we can more thoroughly call where to go for the oozes.Pronged Passage I am not sure can be made much better. Much of the stuff is based on kill timings and pull timings.
Boss 3 could use some more triggers for calls on where to go for the Imitation Blizzards, but I haven't really looked into much of when and where the data is available. For now those are not called.
Would be nice to have a timeline for the lockward spawns, perhaps a counter for each set, this may be feasible with some system log captures to trigger it and then capturing add combatants, but we don't have a nice way to run test_timeline on it and the player may periodically be exiting combat (which may not matter if its not resetting on exit combat). Could add a simple trigger counting up for the lockward spawns with suppressSeconds, it may need to do a mod 4 for players to modify the interrupt callout orders, although I am not certain how this will work on failed attempts/resets of the authorization...
Boss 4 has a couple tells for the tank positionals, cast ids are used as one way, but perhaps there could also be a weaponid (glowing weapon) in the log that could track this?
Additionally the boss has a buff for it, but that seems to not yet be captured in the log.There could be an earlier call for Rune Axe and Holy Lance if debuffs are known.Right now no call for Holy IV stacks is done, probably not needed but for new players may be beneficial to tell the stack player where to stand if they get the debuff.The stack marker coincides with a lanceblow call, so it would need to be merged if done via the headmarker and that may be rather noisy. Would also be nice to have a call for the Assassin's Dagger pattern.