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[meta] 6.5 content #5859
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The Drowned City of Skalla was also revamped in 6.5. |
Oh that's true, although it didn't get a new id, so (possibly?) the bosses are unchanged. Somebody should probably still check, for sure. |
Most 6.5 content seems to be done, but I'd love to contribute writing triggers and or timelines. I dont really have experience with typescript however. I mostly do python and bash these days (and still need to get better at it). Most of my college courses were done in java which doesnt seem to be helpful here either. I got the setup mostly done (cloning the repo, setting up vscode, etc) hower pylint seems to throw some errors:
Basically telling me to install pylint while it is installed. It'd be great to get a rundown on how development is done, if a timeline file comes first etc. I find it hard to grasp that sort of thing without instructions. |
@sleepylinde I'll file a separate issue about pylint and CC you, but I think it's minor and I wouldn't be concerned. There is definitely 6.5 and 6.51 work to be done if you're interested in learning how to write triggers or timelines:
I think dungeons are a good place to start. For legacy dungeons, I think the work is to run the dungeon and make sure the triggers still work and fix up the timeline if it needs to. For example, for the Mist Dragon in the Burn (https://github.com/quisquous/cactbot/blob/main/ui/raidboss/data/04-sb/dungeon/the_burn.txt#L63) at least run the fight long enough to get to the loop at 2061.9. (If in your cactbot settings you click the developer mode checkbox, reload, and then click the debug button for raidboss, you'll get a debug "timeline time" next to the timeline which is helpful for me.) I would usually do something like:
That would be my suggestion is to pick one dungeon and give it a spin and see if it works. That'd give you familiarity with test and make timeline. Then if you wanted to write new stuff, I'd suggest grabbing a boss from Thaeleia or one of the routes from Aloalo. I have it on my list to update the timeline/raidboss/(non-existent) oopsy guide to give some more guidelines and instructions. Other people do things differently, but my usual process is this:
I'm happy to give more details on this process too, but that's my usual process. I'm sure other people do things differently. |
@sleepylinde can you try #5908 and see if it fixes things? |
I've commented on the build with my results from #5908. I think trying the burn and seeing if I can find anything sounds like a plan. I'll give that a whirl today and if any questions arise I'll collect them and comment here later. I love that ungodly regex lmao, what is it trying to match exactly? |
Yeah, definitely please ask questions. A lot of this is not obvious, and I (and other folks) are happy to help get any confusion sorted out.
It's:
|
First of all I appriciate any or all handholding that comes my way, thank you so much for your time. I'm usually not developing on windows, am struggling with unfamiliar scripts and in general I'm just bumbleing from one problem to another. Couple of things that I tried to deal with the last few hours:
Running into the issue that ts-node is complaining that .ts is an unknown file extension ( I moved the act log into the logtools folder just to avoid thinking about paths for the time being).
Googling this suggested two solutions: `node --loader ts-node/esm make_timeline.ts --file Network_26906_20231106.log -lf` is currently working for me and prints out the expected.
With the new acquired timeline I'm trying to compare with the existing https://github.com/quisquous/cactbot/blob/3b7f09ae9174443ddda0639154d31def9e110c5c/ui/raidboss/data/04-sb/dungeon/the_burn64.txt in order to understand the decision making. I also tried looking through the log with the regex you provided but I dont think I know what to look out for in the 256 matches it got. Here's my output generated with a duty support run:
My questions about it so far:
Edit: |
Maybe somebody can remember more than me, but I thiiiink this could be a version issue. What's your node version? (
That regex for me is more to look for "interesting" lines. It's helpful when writing triggers (esp for things like headmarkers or effects) and it's helpful in understanding which abilities do which, e.g. which are boss self-targeted abilities and which are damage or which are damage that optionally people can dodge. It's more a thing for me when I'm looking at something fresh or I want to look at a particular timestamp of a log but filter out all the player stuff.
Writing a timeline is more of a subjective thing than people think. In this case, the author chose to remove the
I'm not sure about why the other
Yeah, my personal preference here is to use boss self-targeted abilities for timelines (as they are often tied to castbars and so can be used for mitigation) and to remove the player damage ability that is usually shortly after it if it's a separate ability.
https://github.com/quisquous/cactbot/blob/main/docs/TimelineGuide.md#timeline-file-syntax should explain it, let me know if I can explain it more than that
Looking at the - netRegex: { id: '0002', capture: false },
+ netRegex: { id: '0002', capture: true },
- condition: (data) => !data.hedetet,
+ condition: (data, matches) => !data.hedetet && data.me === matches.target, (and yes, it looks like |
I had the same issue with using node 20+. After i downgraded to node 18 it worked again. |
Please file an issue next time! We do have a list. https://github.com/quisquous/cactbot#npm-and-webpack says that cactbot should work with the latest LTS version of node, and |
My
Yeah I installed it like it's mentioned in the
Noted.
I see! I actually didnt notice it before but the timeline I created and the one currently live have a discrepancy between the timestamps. It doesnt seem like a thing of every entry got +3 seconds, nor does the boss have any % triggers as far as I'm aware. live:
mine:
Yeah, looking at my foottage the boss jumps middle to cast Shardfall, so
You have to hide behind a crystal when Shardfall gets cast and afterwards the crystal explode and you have to move out of them. I guess there could be a
Oh yeah, that makes sense.
If I'm understanding it correctly, this line From your link:
The guide is sadly unreachable currently. I havent had the time to look closer at triggers yet, first of all I want to understand timelines better. |
Making the boss re-position middle before starting a mechanic that requires player positioning has been a pretty common change with the Duty Support updates. I suspect it's so they can tell the bots to just go to a specific location in the room rather than trying to have them dynamically position based on wherever in the room the boss is when it does the mechanic. I've also found that this makes it really easy to "break" a timeline by pulling the boss far from center as often as possible to force it to re-center frequently. This causes the timelines to drift and can desync them pretty severely. You can add some sync windows around these re-centering events to allow the timeline to resync if you want to make it more robust. |
Oh? This sounds similar to the "p8s extend the enrage by moving the boss away" rumor that I could never get to pan out despite trying a bunch of times. The repositioning abilities happen whether or not the boss is already perfectly centered, and I haven't seen them take extra time based on distance. Do you you have examples of this? |
I think you could go either way. You might run into other stuff on v20 that nobody's discovered yet too, but 18 would be more consistent with what other people are running.
So, +3 on its own doesn't necessarily mean much, for what it's worth. On a long boss fight (probably more than a dungeon boss), absolute times can move around a bit. The important thing for me is looking at When I'm making a timeline originally, I'll look at +/- 0.5s when I have a bunch of timelines. If I'm looking at something later, I'd probably only consider +/-1s differences. Here it seems possible that 81BC got inserted and so there's now repositioning time that didn't used to exist moving everything forward.
Yeah, if you're up for adding
Yeah, that trigger could be added, and it seems like the
Yeah, that's exactly it. The timeline runner has a single piece of state, the current timeline time. It moves it forward along with real time and processes logs against syncs to figure out how to adjust the timeline time to stay on track. Syncs are only active within a particular window of timeline time.
Oh, it was working earlier this year. Here's a wayback machine link: https://web.archive.org/web/20230426121530/https://dtguilds.enjin.com/forum/m/37032836/viewthread/26353492-act-timeline-plugin
Sounds good! |
There seems to be 3 primary methods of having a boss re-center:
|
There's a few things missing from 6.5:
If folks have time to do even a single boss in Thaleia, it'd be much appreciated. If somebody wants to learn how to write timelines or triggers or oopsy, please respond and I'd be happy to walk you through it.
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