raidboss: DMU P5 initial triggers - #1105
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Could also be possible to do a pattern output or ice => fire => lightning like output, but length of TTS could be noisy
…t into p5-initial-triggers
It may be used with stack.
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EDIT2: Further review shows I did also mix fire and lightning bnpcids. |
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Flood can also be wrong on the CW/CCW direction, guess I'll have to examine the log that caused that. EDIT: Should be corrected now... I added some more examples to the comments, seems the headings can't be used to indicate the rotation. |
Headmarker ends up being caught by P3 Knock Down triggers
Fire and Lightning were swapped
For the players that have a debuff, we can call the general area ~2s prior
Wrapper outputString provided that would let player alter string based on debuff.
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I'm not sure how helpful the Exa trigger location can be. This mechanic may be too fast for the output to be meaningful and there may not be a predictable pattern to merge every other one. Also the output could remove NW/NE and instead use something like a number count as odds are always nw and evens are always ne. I guess ideally to make any actual use of it, the player would need to override the pattern matching with the markers they are using. |
was seeing emulator skip first one and timings be off in emulator
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Example outputs (this is with the P4/P5 ultima upsurge split) from the other PR #1117: |



This PR adds triggers for P5 mechanics: