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raidboss: r11s add initial triggers and timeline #936
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Co-authored-by: valarnin <valarnin@gmail.com>
Using existing phrasing where applicable.
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Not sure there is a cleaner way to call the first voidstar spread/stack. Arena splits still needs work on tower calls such as tether calls and which direction to jump perhaps. There's also a slight issue with the timelines due to different weapon patterns having different timings, such that it can cause powerful gust to be skipped and perhaps a missed sync even on DoD? |
I think calling the first one as I did a fairly deep dive on the raw network data and there's no hint prior to the The The
Which weapon mechs can have different timings? Is it |
There isn't a second cast for the second set of puddles that I am aware of. There are the 3s 'B413' puddles that get cast. I may need to add more comments to the timeline trigger. I timed the beforeSeconds to the timing of when the last Assault Evolved ability in the Trophy Weapons goes off, 116.2 - 105.1.
That sounds better and more reliable.
Syncing the Sweeping Victory, Heavy Weight, or Sharp Taste abilities might be the cause. The timeline does not yet account for the different patterns so I didn't notice if this issue only happened on the one pattern in the current timeline. |
Huh, I figured there would be an invisible cast since he fixes in place during the puddles, but I double checked and you're right. I still feel like there's a better way to handle this that doesn't rely on the timeline being perfectly in sync, maybe by using the same line as |
I came up with counting the Assault Evolved casts and checking if the Void Stardust value has been set. Using castTime delay over Ability as it may be slightly earlier and avoids issue of ability triggering multiple counts. This comes out ~1s later than the timeline trigger, but that's probably better for snapshotting. |
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I'll try to find time to review/clean up the timeline tomorrow, but no promises.
If we want to go for an early merge for this, a simple set of triggers in arena split for tether/no tether should be sufficient, since there's a new strat circling around that has all of the meteor baits on one side of the arena regardless of tether status.
| { | ||
| id: 'R11S Comet Spread Collect', | ||
| type: 'HeadMarker', | ||
| netRegex: { id: headMarkerData['cometSpread'], capture: false }, | ||
| suppressSeconds: 1, | ||
| run: (data) => data.voidStardust = 'spread', | ||
| }, |
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Should this trigger (and R11S Crushing Comet Collect) have a suppress of 9999, so that the 2nd set doesn't overwrite it? It's not important for the default triggers, but user triggers might want to use the data property for something and it probably wouldn't be expected for this to get overwritten.
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These only trigger once in the fight, at 1:25 and 1:52, and have no relationship to the other mechanics.
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I guess my explanation was poor. When one of them fires at 1:25, it sets the value to stack or spread. When the other one fires at 1:52, it sets the value to the opposite.
It may be unexpected behavior that it changes a second time, since it's theoretically only supposed to be set once.
Co-authored-by: valarnin <valarnin@gmail.com>
Co-authored-by: valarnin <valarnin@gmail.com>
Co-authored-by: valarnin <valarnin@gmail.com>
|
I noticed during testing last night, |
The delays are wrong for the later parts, but the output order has been correct. |
type WeaponInfo = {
delay: number;
duration: number;
};
const ultimateTrophyWeaponsMap: (WeaponInfo | undefined)[] = [
undefined, undefined,
{
delay: 0,
duration: 8.7,
},
{
delay: 4.7,
duration: 5.1,
},
{
delay: 5.8,
duration: 5.1,
},
{
delay: 6.9,
duration: 5.1,
},
{
delay: 8,
duration: 5.1,
},
{
delay: 9.1,
duration: 5.1,
},
]; id: 'R11S Ultimate Trophy Weapons',
type: 'ActorControlExtra',
netRegex: { category: '0197', param1: ['11D1', '11D2', '11D3'], capture: true },
condition: (data) => data.weaponMechCount > 1,
delaySeconds: (data) => {
return ultimateTrophyWeaponsMap[data.weaponMechCount]?.delay ?? 0;
},
durationSeconds: (data) => {
return ultimateTrophyWeaponsMap[data.weaponMechCount]?.duration ?? 0;
},
countdownSeconds: (data) => {
return ultimateTrophyWeaponsMap[data.weaponMechCount]?.duration ?? 0;
}, |
Credits to @valarnin for the Trophy Weapon and Ultimate Trophy Weapon triggers. In my testing if the log lines are out of order it seems they will not output, which may still need to be addressed.
Took some stuff from normal mode and converted it to savage.