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raidboss: r12s initial p2 triggers and timeline#1007

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Legends0 wants to merge 255 commits intomainfrom
r12sp2-initial-triggers-timeline
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raidboss: r12s initial p2 triggers and timeline#1007
Legends0 wants to merge 255 commits intomainfrom
r12sp2-initial-triggers-timeline

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@Legends0
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@Legends0 Legends0 commented Feb 14, 2026

These I have been working on.

  • Includes strategy Replication 2 support for DN (NA), Banana Codex (NA), and Nukemaru (JP)
  • Includes strategy Replication 4 support for DN (NA), Emergency Meeting (NA), Caro (EU), and Nukemaru (JP)
  • Includes Portent strategy support for DN (NA), Zenith (EU), and Nukemaru (JP)

Timeline is based on network log.

Some of ideas of things TODO:

  • Replication 1 has an edge case which in theory should never be hit, I also never really paid attention to its output cause I just never modified it to my position needed so my calls were always both intercard locations which seemed correct. It kind of feels late to call, but I don't see how else it can be called sooner other than possibly a heading-based prediction, for which the data may not arrive in a timely manner as well.
  • 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. 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.
  • Replication 4 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.

Legends0 and others added 30 commits January 19, 2026 08:35
TODO: Find safe spots.
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>
Faraway Portent does not apply to Dark Tower soaks and Nearby Portent does not apply to Wind Tower soaks.
Not needed for nearby/faraway.
hasDoom no longer used
At 10s duration, there is ~1s more until the next call.
@Legends0
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I suppose I could just eliminate several of the initial replication 2 triggers since the trigger is no longer calling the tether start with.

Legends0 added 19 commits March 11, 2026 00:53
It is made redundant when we don't care for outputting the initial state and just want the tether or no tether to grab.
More accurately say that player is baiting far defamation rather than explicitly getting a defamation.

Potentially it could also say farthest from boss in some way, but this might be good enough.
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.
@Legends0
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Legends0 commented Mar 14, 2026

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 R12S Twisted Vision 4 Stack/Defamation 1 and R12S Twisted Vision 4 Stack/Defamation 2-4 there needs additional code needed to define (probably for the case of Emergency Meeting) or check the original tether and strategy used to accurately be able to tell where to go. Simply checking the strategy won't solve cases where people mess up tethers, so knowing the tether that the player ended up with would be important to correctly output the location based on strategy selection.

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.

@valarnin
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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.

@jacob-keller
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I'm planning on testing this tonight if my group makes it past p1 again.

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6 participants