raidboss: r12s initial triggers and timeline for p1 and p2#964
raidboss: r12s initial triggers and timeline for p1 and p2#964
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TODO: Find safe spots.
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Some additional notes from discord, the replication 1 clones appear to have a fixed pattern of the id. They have npcBaseId 19204. When sorted by id low to high: So instead of trying to find the fire based on position data, can just calculate its id from one of the originals. This is better both in that it requires less code and doesn't have an extreme edge case of somehow a player getting the fire clone to jump into the perfect location to create a -0.0001 heading. EDIT: Upon my review of more logs, this is not the case for all pulls, although that may be because there are more patterns to this mechanic. |
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Funnily enough, the clones overlap when trying to find the fire actor clones, -5 or -6 for one pattern and -6 or -7 for the other. So no need to determine which pattern it was, can just get ID of fire -6 and it will work for both. EDIT: This is inconsistent on timing, the mathematical way I have gets the same result 1s faster than the above some how. My guess would be the log entry for one add is available sooner than the other and mine gets the first one available whereas just taking the 6 or 7 does not determine it jumping first or the other jumping second. |
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I'm going to leave replication 1 as is for now. If we really want to go the route of checking the pattern, matching to the id, we would have to compare the B4D9 sourceId to 2 possible values plus the initial pattern of was the parent n/s or e/w. |
Instead of a config, this just looks at the setup the players created and matches it to what the player needs to do. Additional triggers can now be added without config by checking the order in which the clones are setting off abilities.
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There was one more thing I realized that is likely going to be desired, and that is for replication 2 and replication 4 to have some user outputString options based on the clone order they are, but that requires a lot more thought/conditionals to put in and structure. Probably something for a future PR. |
not quite sure how I missed this and it was working, but it is supposed ton be a number...
Using replication 3 tether direction.
From staging 1 clones
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Hoping to get time to look at this on Saturday, haven't been able to get the time to focus on one thing for long enough to review it. |


These I have been working on.
It is very much a work in progress, although I think most of these work. Some of the calls still need to be merged and some probably altered. The Cursed Coil orders could use some more tuning as there are some more situations that could use a trigger for, I'll write-up a rough idea of its timeline for it later.Currently Cursed Coil and the Act 3 are very much following the common PF strategy at the time (Toxic Friends). I've heard there is an alternate strategy for Cursed Coil but not seen it, and I imagine there must be some alternate strat for Act 3, but the simplest to do for now was just to call out the layout TF is using.
I may add a config to the Act 3 later to just default to replacing the directions with cards/intercard calls instead of all 8 positions.EDIT: I suppose you could do some slightly different pattern, but the boxes you go to will be the same since it's not based on character facing but position on the map.Timeline is based on network log.
I will soon be starting on P2 and P1 will start receiving minor adjustments from my end.EDIT: Should be ready.
I may try to work out some P2 adjustments for outputs for replication2 / replication4 based on clone number, but the output will just default to the same.Some of ideas of things TODO:
Clean up Replication 2 Initial Tether call, It's kind of helpful to know what you grabbed initially but quite often it would be seen as not true due to snapping and it's probably more relevant to know what you would need to grab which would be based on the clone direction the player was tethered toReplication 4 Initial Tether call adjustment, similar to Replication 2, the output should be adjusted to be configurable for what clone order the player has, maybe for this one output the group and wether it was a card/intercard such as "1st cardinal, get tether"/"1st intercard, get tether"? Players could replace the "card/intercadinal, tether" with stack or defamation based on their strategy.