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Copy pathanother_mount_rokkon-savage.ts
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another_mount_rokkon-savage.ts
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// This file was autogenerated from running npm run sync-files.
// DO NOT EDIT THIS FILE DIRECTLY.
// Edit the source file below and then run `npm run sync-files`
// Source: ui/raidboss/data/06-ew/dungeon/another_mount_rokkon.ts
import Conditions from '../../../../../resources/conditions';
import Outputs from '../../../../../resources/outputs';
import { callOverlayHandler } from '../../../../../resources/overlay_plugin_api';
import { Responses } from '../../../../../resources/responses';
import Util, { Directions } from '../../../../../resources/util';
import ZoneId from '../../../../../resources/zone_id';
import { RaidbossData } from '../../../../../types/data';
import { PluginCombatantState } from '../../../../../types/event';
import { Job } from '../../../../../types/job';
import { NetMatches } from '../../../../../types/net_matches';
import { PartyMemberParamObject } from '../../../../../types/party';
import { LocaleText, Output, ResponseOutput, TriggerSet } from '../../../../../types/trigger';
type RousingTower = {
blue?: string;
orange?: string;
};
const headmarkers = {
// vfx/lockon/eff/sph_lockon2_num01_s8p.avfx (through sph_lockon2_num04_s8p)
limitCut1: '0150',
limitCut2: '0151',
limitCut3: '0152',
limitCut4: '0153',
} as const;
const mokoVfxMap = {
'24C': 'backRed',
'24D': 'leftRed',
'24E': 'frontRed',
'24F': 'rightRed',
'250': 'backBlue',
'251': 'leftBlue',
'252': 'frontBlue',
'253': 'rightBlue',
} as const;
type KasumiGiri = typeof mokoVfxMap[keyof typeof mokoVfxMap];
const looseMokoVfxMap: { [id: string]: KasumiGiri } = mokoVfxMap;
const shadowVfxMap = {
'248': 'back',
'249': 'left',
'24A': 'front',
'24B': 'right',
} as const;
type ShadowKasumiGiri = typeof shadowVfxMap[keyof typeof shadowVfxMap];
const looseShadowVfxMap: { [id: string]: ShadowKasumiGiri } = shadowVfxMap;
const limitCutIds: readonly string[] = Object.values(headmarkers);
const mokoCenterX = -200;
const mokoCenterY = 0;
const tripleKasumiFirstOutputStrings = {
backRedFirst: {
en: 'Back + Out',
de: 'Hinten + Raus',
ja: '後ろ + 外',
cn: '后 + 远离',
ko: '뒤 + 밖',
},
leftRedFirst: {
en: 'Left + Out',
de: 'Links + Raus',
ja: '左 + 外',
cn: '左 + 远离',
ko: '왼쪽 + 밖',
},
frontRedFirst: {
en: 'Front + Out',
de: 'Vorne + Raus',
ja: '前 + 外',
cn: '前 + 远离',
ko: '앞 + 밖',
},
rightRedFirst: {
en: 'Right + Out',
de: 'Rechts + Raus',
ja: '右 + 外',
cn: '右 + 远离',
ko: '오른쪽 + 밖',
},
backBlueFirst: {
en: 'Back + In',
de: 'Hinten + Rein',
ja: '後ろ + 中',
cn: '后 + 靠近',
ko: '뒤 + 안',
},
leftBlueFirst: {
en: 'Left + In',
de: 'Links + Rein',
ja: '左 + 中',
cn: '左 + 靠近',
ko: '왼쪽 + 안',
},
frontBlueFirst: {
en: 'Front + In',
de: 'Vorne + Rein',
ja: '前 + 中',
cn: '前 + 靠近',
ko: '앞 + 안',
},
rightBlueFirst: {
en: 'Right + In',
de: 'Rechts + Rein',
ja: '右 + 中',
cn: '右 + 靠近',
ko: '오른쪽 + 안',
},
} as const;
// It might be more accurate to say "rotate right" here than "right" (implying right flank)
// but that's very long. This is one of those "you need to know the mechanic" situations.
const tripleKasumiFollowupOutputStrings = {
backRed: {
en: 'Stay + Out',
de: 'bleib Stehen + Raus',
ja: 'そのまま + 外',
cn: '停 + 远离',
ko: '그대로 + 밖',
},
leftRed: {
en: 'Left + Out',
de: 'Links + Raus',
ja: '左 + 外',
cn: '左左左 + 远离',
ko: '왼쪽 + 밖',
},
frontRed: {
en: 'Through + Out',
de: 'Durch + Raus',
ja: 'またいで + 外',
cn: '穿 + 远离',
ko: '가로지르기 + 밖',
},
rightRed: {
en: 'Right + Out',
de: 'Rechts + Raus',
ja: '右 + 外',
cn: '右右右 + 远离',
ko: '오른쪽 + 밖',
},
backBlue: {
en: 'Stay + In',
de: 'bleib Stehen + Rein',
ja: 'そのまま + 中',
cn: '停 + 靠近',
ko: '그대로 + 안',
},
leftBlue: {
en: 'Left + In',
de: 'Links + Rein',
ja: '左 + 中',
cn: '左左左 + 靠近',
ko: '왼쪽 + 밖',
},
frontBlue: {
en: 'Through + In',
de: 'Durch + Rein',
ja: 'またいで + 中',
cn: '穿 + 靠近',
ko: '가로지르기 + 안',
},
rightBlue: {
en: 'Right + In',
de: 'Rechts + Rein',
ja: '右 + 中',
cn: '右右右 + 靠近',
ko: '오른쪽 + 안',
},
};
type StackPartners = 'melee' | 'role' | 'partner' | 'unknown';
type StackSpreadMechanic = StackPartners | 'spread';
const basicStackSpreadOutputStrings: Record<StackSpreadMechanic, LocaleText> = {
spread: Outputs.spread,
melee: {
en: 'Melees Stack',
de: 'Nahkämpfer sammeln',
ja: '近接ペア',
cn: '近战分摊',
ko: '근딜 쉐어',
},
role: {
en: 'Role Stacks',
de: 'Rollengruppe sammeln',
ja: 'ロールペア',
cn: '职能分摊',
ko: '역할별 쉐어',
},
partner: {
en: 'Partner Stacks',
de: 'Partner sammeln',
ja: 'ペア',
cn: '和搭档分摊',
ko: '파트너 쉐어',
},
unknown: {
en: 'Stacks',
de: 'Sammeln',
ja: '頭割り',
cn: '分摊',
ko: '쉐어',
},
} as const;
const tripleKasumiAbilityIds = [
'85E4', // back red first
'85E5', // left red first
'85E6', // front red first
'85E7', // right red first
'85E8', // back red followup
'85E9', // left red followup
'85EA', // front red followup
'85EB', // right red followup
'85EE', // back blue first
'85EF', // left blue first
'85F0', // front blue first
'85F1', // right blue first
'85F2', // back blue followup
'85F3', // left blue followup
'85F4', // front blue followup
'85F5', // right blue followup
] as const;
export interface Data extends RaidbossData {
readonly triggerSetConfig: {
stackOrder: 'meleeRolesPartners' | 'rolesPartners';
};
stackSpreadFirstMechanic?: StackSpreadMechanic;
stackSpreadSecondMechanic?: StackSpreadMechanic;
combatantData: PluginCombatantState[];
seenShishuYukiAuto?: boolean;
smokeaterCount: number;
rairinCollect: NetMatches['AddedCombatant'][];
wailingCollect: NetMatches['GainsEffect'][];
wailCount: number;
devilishThrallCollect: NetMatches['StartsUsing'][];
vortexSecondMechanic?: 'in' | 'out';
reishoCount: number;
ghostHeadmarkers: NetMatches['HeadMarker'][];
ghostMechanic?: 'spread' | 'tower';
sparksCollect: NetMatches['GainsEffect'][];
sparksCount: number;
rousingCollect: [RousingTower, RousingTower, RousingTower, RousingTower];
rousingTowerCount: number;
malformedCollect: NetMatches['GainsEffect'][];
myMalformedEffects: string[];
tripleKasumiCollect: KasumiGiri[];
explosionLineCollect: NetMatches['MapEffect'][];
shadowKasumiCollect: { [shadowId: string]: ShadowKasumiGiri[] };
shadowKasumiTether: { [shadowId: string]: string };
oniClaw?: 'northSouth' | 'eastWest';
invocationCollect: NetMatches['GainsEffect'][];
iaigiriTether: NetMatches['Tether'][];
iaigiriPurple: NetMatches['GainsEffect'][];
iaigiriCasts: NetMatches['StartsUsing'][];
myAccursedEdge?: NetMatches['Ability'];
myIaigiriTether?: NetMatches['Tether'];
seenSoldiersOfDeath?: boolean;
}
const countJob = (job1: Job, job2: Job, func: (x: Job) => boolean): number => {
return (func(job1) ? 1 : 0) + (func(job2) ? 1 : 0);
};
// For a given criteria func, if there's exactly one person who matches in the stack group
// and exactly one person who matches in the unmarked group, then they can stack together.
// This also filters out weird party comps naturally.
const couldStackLooseFunc = (
stackJob1: Job,
stackJob2: Job,
unmarkedJob1: Job,
unmarkedJob2: Job,
func: (x: Job) => boolean,
): boolean => {
const stackCount = countJob(stackJob1, stackJob2, func);
const unmarkedCount = countJob(unmarkedJob1, unmarkedJob2, func);
return stackCount === 1 && unmarkedCount === 1;
};
const isMeleeOrTank = (x: Job) => Util.isMeleeDpsJob(x) || Util.isTankJob(x);
const isSupport = (x: Job) => Util.isHealerJob(x) || Util.isTankJob(x);
const findStackPartners = (
data: Data,
stack1?: string,
stack2?: string,
stackOrderOverride?: typeof data.triggerSetConfig.stackOrder,
): StackPartners => {
const party = data.party;
if (stack1 === undefined || stack2 === undefined)
return 'unknown';
const stacks = [stack1, stack2];
const unmarked = party.partyNames.filter((x) => !stacks.includes(x));
if (unmarked.length !== 2 || party.partyNames.length !== 4)
return 'unknown';
const [stackJob1, stackJob2] = stacks.map((x) => party.jobName(x));
if (stackJob1 === undefined || stackJob2 === undefined)
return 'unknown';
const [unmarkedJob1, unmarkedJob2] = unmarked.map((x) => party.jobName(x));
if (unmarkedJob1 === undefined || unmarkedJob2 === undefined)
return 'unknown';
const couldStack = (func: (x: Job) => boolean): boolean => {
return couldStackLooseFunc(stackJob1, stackJob2, unmarkedJob1, unmarkedJob2, func);
};
const stackOrder = stackOrderOverride ?? data.triggerSetConfig.stackOrder;
if (stackOrder === 'meleeRolesPartners' && couldStack(isMeleeOrTank))
return 'melee';
if (couldStack(isSupport))
return 'role';
// if we get here, then you have a not normal light party comp, e.g. two ranged
// or you have set the config option to be "rolesPartners" to not prefer melee.
// For a tank/healer/ranged/ranged comp, this condition below will always be true
// but make it anyway in case the party comp is something else entirely.
const stackCount = countJob(stackJob1, stackJob2, isSupport);
const unmarkedCount = countJob(unmarkedJob1, unmarkedJob2, isSupport);
if (stackCount === 2 && unmarkedCount === 0 || stackCount === 0 && unmarkedCount === 2)
return 'partner';
// if something has gone incredibly awry, then just return the default
return 'unknown';
};
const stackSpreadResponse = (
data: Data,
output: Output,
collect: NetMatches['GainsEffect'][],
stackId: string,
spreadId: string,
hideStackList?: boolean,
): ResponseOutput<Data, NetMatches['GainsEffect']> => {
// cactbot-builtin-response
output.responseOutputStrings = {
// In a 4 person party with two randomly assigned stacks,
// there are a couple of different "kinds of pairs" that make sense to call.
//
// You can have two melees together and two ranged together,
// or you can have two supports together and two dps together (role stacks)
// or you have no melee in your comp, and you could have mixed support and range.
// Arguably things like "tank+ranged, melee+healer" are possible but are harder to call.
//
// Prefer "melee/ranged" stacks here and elsewhere because it keeps
// the tank and melee together for uptime.
spreadThenMeleeStack: {
en: 'Spread => Melees Stack',
de: 'Verteilen => Nahkämpfer sammeln',
ja: '散会 => 近接ペア',
cn: '分散 => 近战分摊',
ko: '산개 => 근딜 쉐어',
},
spreadThenRoleStack: {
en: 'Spread => Role Stacks',
de: 'Verteilen => Rollengruppe sammeln',
ja: '散会 => ロールペア',
cn: '分散 => 职能分摊',
ko: '산개 => 역할별 쉐어',
},
spreadThenPartnerStack: {
en: 'Spread => Partner Stacks',
de: 'Verteilen => Partner sammeln',
ja: '散会 => ペア',
cn: '分散 => 和搭档分摊',
ko: '산개 => 파트너 쉐어',
},
meleeStackThenSpread: {
en: 'Melees Stack => Spread',
de: 'Nahkämpfer sammeln => Verteilen',
ja: '近接ペア => 散会',
cn: '近战分摊 => 分散',
ko: '근딜 쉐어 => 산개',
},
roleStackThenSpread: {
en: 'Role Stacks => Spread',
de: 'Rollengruppe sammeln => Verteilen',
ja: 'ロールペア => 散会',
cn: '职能分摊 => 分散',
ko: '역할별 쉐어 => 산개',
},
partnerStackThenSpread: {
en: 'Partner Stacks => Spread',
de: 'Partner sammeln => Verteilen',
ja: 'ペア => 散会',
cn: '和搭档分摊 => 分散',
ko: '파트너 쉐어 => 산개',
},
spreadThenStack: Outputs.spreadThenStack,
stackThenSpread: Outputs.stackThenSpread,
stacks: {
en: 'Stacks: ${player1}, ${player2}',
de: 'Sammeln: ${player1}, ${player2}',
ja: '頭割り: ${player1}, ${player2}',
cn: '分摊点: ${player1}, ${player2}',
ko: '쉐어: ${player1}, ${player2}',
},
};
const [stack1, stack2] = collect.filter((x) => x.effectId === stackId);
const spread = collect.find((x) => x.effectId === spreadId);
if (stack1 === undefined || stack2 === undefined || spread === undefined)
return;
const stackTime = parseFloat(stack1.duration);
const spreadTime = parseFloat(spread.duration);
const isStackFirst = stackTime < spreadTime;
const stackType = findStackPartners(data, stack1.target, stack2.target);
const stacks = [stack1, stack2].map((x) => x.target).sort();
const [player1, player2] = stacks.map((x) => data.party.member(x));
const stackInfo = hideStackList
? {}
: { infoText: output.stacks!({ player1: player1, player2: player2 }) };
data.stackSpreadFirstMechanic = isStackFirst ? stackType : 'spread';
data.stackSpreadSecondMechanic = isStackFirst ? 'spread' : stackType;
if (stackType === 'melee') {
if (isStackFirst)
return { alertText: output.meleeStackThenSpread!(), ...stackInfo };
return { alertText: output.spreadThenMeleeStack!(), ...stackInfo };
} else if (stackType === 'role') {
if (isStackFirst)
return { alertText: output.roleStackThenSpread!(), ...stackInfo };
return { alertText: output.spreadThenRoleStack!(), ...stackInfo };
} else if (stackType === 'partner') {
if (isStackFirst)
return { alertText: output.partnerStackThenSpread!(), ...stackInfo };
return { alertText: output.spreadThenPartnerStack!(), ...stackInfo };
}
// 'unknown' catch-all
if (isStackFirst)
return { alertText: output.stackThenSpread!(), ...stackInfo };
return { alertText: output.spreadThenStack!(), ...stackInfo };
};
const towerResponse = (
data: Data,
output: Output,
): ResponseOutput<Data, NetMatches['None']> => {
// cactbot-builtin-response
output.responseOutputStrings = {
tetherThenBlueTower: {
en: 'Tether ${num1} => Blue Tower ${num2}',
de: 'Verbindung ${num1} => Blauer Turm ${num2}',
ja: '線${num1} => 青塔${num2}',
cn: '连线 ${num1} => 蓝塔 ${num2}',
ko: '선 ${num1} => 파랑 기둥 ${num2}',
},
tetherThenOrangeTower: {
en: 'Tether ${num1} => Orange Tower ${num2}',
de: 'Verbindung ${num1} => Orangener Turm ${num2}',
ja: '線${num1} => 赤塔${num2}',
cn: '连线 ${num1} => 橙塔 ${num2}',
ko: '선 ${num1} => 주황 기둥 ${num2}',
},
tether: {
en: 'Tether ${num}',
de: 'Verbindung ${num}',
ja: '線${num}',
cn: '连线 ${num}',
ko: '선 ${num}',
},
blueTower: {
en: 'Blue Tower ${num}',
de: 'Blauer Turm ${num}',
ja: '青塔${num}',
cn: '蓝塔 ${num}',
ko: '파랑 기둥 ${num}',
},
orangeTower: {
en: 'Orange Tower ${num}',
de: 'Orangener Turm ${num}',
ja: '赤塔${num}',
cn: '橙塔 ${num}',
ko: '주황 기둥 ${num}',
},
num1: Outputs.num1,
num2: Outputs.num2,
num3: Outputs.num3,
num4: Outputs.num4,
};
// data.rousingTowerCount is 0-indexed
// towerNum for display is 1-indexed
const theseTowers = data.rousingCollect[data.rousingTowerCount];
const towerNum = data.rousingTowerCount + 1;
data.rousingTowerCount++;
if (theseTowers === undefined)
return;
const numMap: { [towerNum: number]: string } = {
1: output.num1!(),
2: output.num2!(),
3: output.num3!(),
4: output.num4!(),
} as const;
const numStr = numMap[towerNum];
if (numStr === undefined)
return;
if (data.me === theseTowers.blue)
return { alertText: output.blueTower!({ num: numStr }) };
if (data.me === theseTowers.orange)
return { alertText: output.orangeTower!({ num: numStr }) };
const nextTowers = data.rousingCollect[towerNum + 1];
const nextNumStr = numMap[towerNum + 1];
if (towerNum === 4 || nextTowers === undefined || nextNumStr === undefined)
return { infoText: output.tether!({ num: numStr }) };
if (data.me === nextTowers.blue)
return { infoText: output.tetherThenBlueTower!({ num1: numStr, num2: nextNumStr }) };
if (data.me === nextTowers.orange)
return { infoText: output.tetherThenOrangeTower!({ num1: numStr, num2: nextNumStr }) };
// Just in case...
return { infoText: output.tether!({ num: numStr }) };
};
const triggerSet: TriggerSet<Data> = {
id: 'AnotherMountRokkonSavage',
zoneId: ZoneId.AnotherMountRokkonSavage,
config: [
{
id: 'stackOrder',
comment: {
en:
`For any two person stacks, this specifies the priority order for picking people to stack together.
If you want your melee and tank to stick together if possible, pick the option with melees in it.
Melees stack means melee+tank and healer+ranged. Role stacks means tank+healer and dps+dps.
Partner stacks mean support+dps and support+dps (any combination works).
If you have two ranged dps or two melee dps, it will never call "melees" regardless of this config option.
There is no support for party comps that are not two support and two dps.`,
de:
`Für jeden Zwei-Personen-Stack gibt dies die Prioritätsreihenfolge für die Auswahl der Personen an, die sich sammeln.
Wenn ihr wollt, dass Nahkämpfer und Tank nach Möglichkeit zusammenbleiben, wählt die Option mit den Nahkämpfern aus.
Nahkampf-Stack bedeutet Nahkampf+Tank und Heiler+Ranger. Rollen-Stack bedeutet Tank+Heiler und Dps+Dps.
Partner-Stack bedeuten Supporter+Dps und Supporter+Dps (jede Kombination ist möglich).
Wenn du zwei Fernkampf-DPS oder zwei Nahkampf-DPS hast, wird es nie "Nahkämpfer" nennen, unabhängig von dieser Konfigurationsoption.
Es gibt keine Unterstützung für Gruppenkombinationen, die nicht aus zwei Supportern und zwei DPS bestehen.`,
ja: `2人ペアで一緒にペアを作り優先順位を決めます。近接とタンクを組む場合は近接オプションを選んでください。
近接ペアは近接+タンクとヒーラ+遠隔を意味します。ロールはタンク+ヒーラ、近接+遠隔を意味します。
遠隔まだは近接が2人の場合は、ここの設定を無視して近接呼び出しはありません。
および、タンク+ヒーラ+DPS2人じゃないパティは志願しません。`,
cn: `对于所有双人分摊,该选项指定了选择谁与谁分摊的优先级。
如果你想让近战和坦克分摊 (假设分摊没有同时点这两个人), 选择含有“近战 (melee)”的选项。
近战 (melee) 分摊指的是 近战+坦克 和 治疗+远程。职能分摊指的是 坦克 + 治疗 和 DPS + DPS。
搭档分摊指的是 支援 + DPS 和 支援 + DPS (任何组合都有可能,支援位是坦克和治疗)。
如果队伍中有两名远程 DPS 或近战 DPS, 无论此配置选项如何, 它都不会报“近战 (melees)”。
没有考虑对非标准阵容队伍 (非 2 支援 + 2DPS) 构成的支持。`,
ko: `2인 쉐어에서, 함께 쉐어를 맞을 사람의 우선 순위를 지정합니다. 근딜과 탱커를 함께 배치하고 싶다면 근딜이 포함된 옵션을 선택하세요.
근딜 쉐어는 근딜+탱커와 힐러+원딜을 의미합니다. 역할별 쉐어는 탱커+힐러와 딜러+딜러를 의미합니다.
파트너 쉐어는 탱힐+딜러와 탱힐+딜러를 의미합니다(어떤 조합도 가능).
원딜이 두 명 또는 근딜이 두 명일 경우, 이 설정 옵션과 상관없이 "근딜"을 호출하지 않습니다.
탱힐 둘, 딜러 둘이 아닌 파티 구성은 지원되지 않습니다.`,
},
name: {
en: 'Stack Selection Order',
de: 'Sammel-Reihenfolge',
ja: 'ペア優先順位',
cn: '选择分摊次序',
ko: '쉐어 우선순위',
},
type: 'select',
options: {
en: {
'Melees > Roles > Partners': 'meleeRolesPartners',
'Roles > Partners': 'rolesPartners',
},
de: {
'Nahkämpfer > Rollen > Partner': 'meleeRolesPartners',
'Rollen > Partner': 'rolesPartners',
},
ja: {
'近接 > ロール > ペア': 'meleeRolesPartners',
'ロール > ペア': 'rolesPartners',
},
cn: {
'近战 > 职能 > 搭档': 'meleeRolesPartners',
'职能 > 搭档': 'rolesPartners',
},
ko: {
'근딜 > 역할군 > 파트너': 'meleeRolesPartners',
'역할군 > 파트너': 'rolesPartners',
},
},
default: 'meleeRolesPartners',
},
],
timelineFile: 'another_mount_rokkon-savage.txt',
initData: () => {
return {
combatantData: [],
smokeaterCount: 0,
rairinCollect: [],
wailingCollect: [],
wailCount: 0,
devilishThrallCollect: [],
reishoCount: 0,
ghostHeadmarkers: [],
sparksCollect: [],
sparksCount: 0,
rousingCollect: [{}, {}, {}, {}],
rousingTowerCount: 0,
malformedCollect: [],
myMalformedEffects: [],
malformedTowerCount: 0,
tripleKasumiCollect: [],
explosionLineCollect: [],
shadowKasumiCollect: {},
shadowKasumiTether: {},
invocationCollect: [],
iaigiriTether: [],
iaigiriPurple: [],
iaigiriCasts: [],
oniClawCollect: [],
};
},
triggers: [
// ---------------- first trash ----------------
{
id: 'AMRS Shishu Raiko Disciples of Levin',
type: 'StartsUsing',
netRegex: { id: '8668', source: 'Shishu Raiko', capture: false },
response: Responses.getOut(),
},
{
id: 'AMRS Shishu Raiko Barreling Smash',
type: 'StartsUsing',
netRegex: { id: '8665', source: 'Shishu Raiko' },
response: (data, matches, output) => {
// cactbot-builtin-response
output.responseOutputStrings = {
chargeOnYou: {
en: 'Charge on YOU',
de: 'Ansturm auf DIR',
ja: '自分に突進',
cn: '冲锋点名',
ko: '돌진 대상자',
},
chargeOn: {
en: 'Charge on ${player}',
de: 'Ansturm auf ${player}',
ja: '突進: ${player}',
cn: '冲锋点 ${player}',
ko: '돌진 ${player}',
},
};
if (matches.target === data.me)
return { alarmText: output.chargeOnYou!() };
return { alertText: output.chargeOn!({ player: data.party.member(matches.target) }) };
},
},
{
id: 'AMRS Shishu Raiko Howl',
type: 'StartsUsing',
netRegex: { id: '8666', source: 'Shishu Raiko', capture: false },
response: Responses.aoe(),
},
{
id: 'AMRS Shishu Raiko Master of Levin',
type: 'StartsUsing',
netRegex: { id: '8667', source: 'Shishu Raiko', capture: false },
response: Responses.getUnder(),
},
{
id: 'AMRS Shishu Fuko Scythe Tail',
type: 'StartsUsing',
netRegex: { id: '866C', source: 'Shishu Fuko', capture: false },
response: Responses.getOut(),
},
{
id: 'AMRS Shishu Fuko Twister',
type: 'StartsUsing',
netRegex: { id: '866A', source: 'Shishu Fuko' },
response: Responses.stackMarkerOn(),
},
{
id: 'AMRS Shishu Fuko Crosswind',
type: 'StartsUsing',
netRegex: { id: '866B', source: 'Shishu Fuko', capture: false },
response: Responses.knockback(),
},
{
id: 'AMRS Shishu Yuki Auto Tracker',
type: 'Ability',
netRegex: { id: '7A58', source: 'Shishu Yuki', capture: false },
// Before being pulled (aka seeing an auto), Shishu Yuki faces south when doing
// right/left cleaves. Make these absolute directions for clarity.
// Shishu Yuki does have a buff that prevents pulling it, but there's no line
// for this buff loss.
run: (data) => data.seenShishuYukiAuto = true,
},
{
id: 'AMRS Shishu Yuki Right Swipe',
type: 'StartsUsing',
netRegex: { id: '8688', source: 'Shishu Yuki', capture: false },
alertText: (data, _matches, output) => {
return data.seenShishuYukiAuto ? output.left!() : output.east!();
},
outputStrings: {
east: Outputs.east,
left: Outputs.left,
},
},
{
id: 'AMRS Shishu Yuki Left Swipe',
type: 'StartsUsing',
netRegex: { id: '8689', source: 'Shishu Yuki', capture: false },
alertText: (data, _matches, output) => {
return data.seenShishuYukiAuto ? output.right!() : output.west!();
},
outputStrings: {
west: Outputs.west,
right: Outputs.right,
},
},
// ---------------- Shishio ----------------
{
id: 'AMRS Shishio Enkyo',
type: 'StartsUsing',
netRegex: { id: '8441', source: 'Shishio', capture: false },
response: Responses.aoe(),
},
{
id: 'AMRS Shishio Smokeater Count',
type: 'Ability',
// 8420 is the initial Smokeater, and 8421 is the followup optional two.
netRegex: { id: ['8420', '8421'], source: 'Shishio' },
sound: '',
infoText: (data, matches, output) => {
if (matches.id === '8420') {
data.smokeaterCount = 1;
return output.num1!();
}
data.smokeaterCount++;
if (data.smokeaterCount === 2)
return output.num2!();
return output.num3!();
},
outputStrings: {
num1: Outputs.num1,
num2: Outputs.num2,
num3: Outputs.num3,
},
},
{
id: 'AMRS Shishio Splitting Cry',
type: 'StartsUsing',
netRegex: { id: '8442', source: 'Shishio' },
response: Responses.tankBuster(),
},
{
id: 'AMRS Shishio Splitter',
type: 'Ability',
// This comes out ~4s after Splitting Cry.
netRegex: { id: '8442', source: 'Shishio', capture: false },
suppressSeconds: 5,
response: Responses.goFrontOrSides('info'),
},
{
id: 'AMRS Rairin Collect',
type: 'AddedCombatant',
netRegex: { npcNameId: '12430' },
run: (data, matches) => data.rairinCollect.push(matches),
},
{
id: 'AMRS Noble Pursuit',
type: 'AddedCombatant',
netRegex: { npcNameId: '12430', capture: false },
condition: (data) => data.rairinCollect.length === 4,
alertText: (data, _matches, output) => {
const [one, two, three, four] = data.rairinCollect;
if (one === undefined || two === undefined || three === undefined || four === undefined)
return;
// one is always north (0, -115)
// two is always south (0, -85)
// three is left or right (+/-15, -80)
// four is either diagonal (7.5, -92.5) / (-6, -94) or back north (+/-20, -95)
// We always end up on the opposite side as the third charge.
const isThreeEast = parseFloat(three.x) > 0;
// If four is diagonal, you go south otherwise north.
const isFourDiagonal = Math.abs(parseFloat(four.x)) < 18;
if (isFourDiagonal)
return isThreeEast ? output.southwest!() : output.southeast!();
return isThreeEast ? output.northwest!() : output.northeast!();
},
outputStrings: {
northeast: Outputs.northeast,
southeast: Outputs.southeast,
southwest: Outputs.southwest,
northwest: Outputs.northwest,
},
},
{
id: 'AMRS Shishio Unnatural Wail Count',
type: 'StartsUsing',
netRegex: { id: '843E', source: 'Shishio', capture: false },
run: (data) => {
data.wailCount++;
data.wailingCollect = [];
},
},
{
id: 'AMRS Shishio Wailing Collect',
type: 'GainsEffect',
// DEB = Scattered Wailing (spread)
// DEC = Intensified Wailing (stack)
netRegex: { effectId: ['DEB', 'DEC'], source: 'Shishio' },
run: (data, matches) => data.wailingCollect.push(matches),
},
{
id: 'AMRS Shishio Unnatural Wailing 1',
type: 'GainsEffect',
netRegex: { effectId: ['DEB', 'DEC'], source: 'Shishio', capture: false },
condition: (data) => data.wailCount === 1,
delaySeconds: 0.5,
suppressSeconds: 999999,
response: (data, _matches, output) => {
// cactbot-builtin-response
return stackSpreadResponse(data, output, data.wailingCollect, 'DEC', 'DEB');
},
},
{
id: 'AMRS Shishio Vortex of the Thunder Eye',
type: 'StartsUsing',
// 843A = Eye of the Thunder Vortex (out)
// 843C = Vortex of the Thnder Eye (in)
netRegex: { id: ['843A', '843C'], source: 'Shishio' },
durationSeconds: 7,
response: (data, matches, output) => {
// cactbot-builtin-response
output.responseOutputStrings = {
out: Outputs.out,
in: Outputs.in,
spreadThenMeleeStack: {
en: '${inOut} + Spread => ${outIn} + Melees Stack',
de: '${inOut} + Verteilen => ${outIn} + Nahkämpfer sammeln',
ja: '${inOut} + 散会 => ${outIn} + 近接ペア',
cn: '${inOut} + 分散 => ${outIn} + 近战分摊',
ko: '${inOut} + 산개 => ${outIn} + 근딜 쉐어',
},
spreadThenRoleStack: {
en: '${inOut} + Spread => ${outIn} + Role Stacks',
de: '${inOut} + Verteilen => ${outIn} + Rollengruppe sammeln',
ja: '${inOut} + 散会 => ${outIn} + ロールペア',
cn: '${inOut} + 分散 => ${outIn} + 职能分摊',
ko: '${inOut} + 산개 => ${outIn} + 역할별 쉐어',
},
spreadThenPartnerStack: {
en: '${inOut} + Spread => ${outIn} + Partner Stacks',
de: '${inOut} + Verteilen => ${outIn} + Partner sammeln',
ja: '${inOut} + 散会 => ${outIn} + ペア',
cn: '${inOut} + 分散 => ${outIn} + 和搭档分摊',
ko: '${inOut} + 산개 => ${outIn} + 파트너 쉐어',
},
meleeStackThenSpread: {
en: '${inOut} + Melees Stack => ${outIn} + Spread',
de: '${inOut} + Nahkämpfer sammeln => ${outIn} + Verteilen',
ja: '${inOut} + 近接ペア => ${outIn} + 散会',
cn: '${inOut} + 近战分摊 => ${outIn} + 分散',
ko: '${inOut} + 근딜 쉐어 => ${outIn} + 산개',
},
roleStackThenSpread: {
en: '${inOut} + Role Stacks => ${outIn} + Spread',
de: '${inOut} + Rollengruppe sammeln => ${outIn} + Verteilen',
ja: '${inOut} + ロールペア => ${outIn} + 散会',
cn: '${inOut} + 职能分摊 => ${outIn} + 分散',
ko: '${inOut} + 역할별 쉐어 => ${outIn} + 산개',
},
partnerStackThenSpread: {
en: '${inOut} + Partner Stacks => ${outIn} + Spread',
de: '${inOut} + Partner sammeln => ${outIn} + Verteilen',
ja: '${inOut} + ペア => ${outIn} + 散会',
cn: '${inOut} + 和搭档分摊 => ${outIn} + 分散',
ko: '${inOut} + 파트너 쉐어 => ${outIn} + 산개',
},
spreadThenStack: {
en: '${inOut} + Spread => ${outIn} + Stack',
de: '${inOut} + Verteilen => ${outIn} + Sammeln',
ja: '${inOut} + 散会 => ${outIn} + ペア',
cn: '${inOut} + 分散 => ${outIn} + 分摊',
ko: '${inOut} + 산개 => ${outIn} + 쉐어',
},
stackThenSpread: {
en: '${inOut} + Stack => ${outIn} + Spread',
de: '${inOut} + Sammeln => ${outIn} + Verteilen',
ja: '${inOut} + ペア => ${outIn} + 散会',
cn: '${inOut} + 分摊 => ${outIn} + 分散',
ko: '${inOut} + 쉐어 => ${outIn} + 산개',
},
stacks: {
en: 'Stacks: ${player1}, ${player2}',
de: 'Sammeln: ${player1}, ${player2}',
ja: '頭割り: ${player1}, ${player2}',
cn: '分摊点: ${player1}, ${player2}',
ko: '쉐어: ${player1}, ${player2}',
},
};
const [stack1, stack2] = data.wailingCollect.filter((x) => x.effectId === 'DEC');
const spread = data.wailingCollect.find((x) => x.effectId === 'DEB');
if (stack1 === undefined || stack2 === undefined || spread === undefined)
return;
const stackTime = parseFloat(stack1.duration);
const spreadTime = parseFloat(spread.duration);
const isStackFirst = stackTime < spreadTime;
const stackType = findStackPartners(data, stack1.target, stack2.target);
const isInFirst = matches.id === '843C';
const inOut = isInFirst ? output.in!() : output.out!();
const outIn = isInFirst ? output.out!() : output.in!();
const args = { inOut: inOut, outIn: outIn };
const stacks = [stack1, stack2].map((x) => x.target).sort();
const [player1, player2] = stacks.map((x) => data.party.member(x));
const stackInfo = { infoText: output.stacks!({ player1: player1, player2: player2 }) };
data.vortexSecondMechanic = isInFirst ? 'out' : 'in';
data.stackSpreadFirstMechanic = isStackFirst ? stackType : 'spread';
data.stackSpreadSecondMechanic = isStackFirst ? 'spread' : stackType;
if (stackType === 'melee') {
if (isStackFirst)
return { alertText: output.meleeStackThenSpread!(args), ...stackInfo };
return { alertText: output.spreadThenMeleeStack!(args), ...stackInfo };
} else if (stackType === 'role') {
if (isStackFirst)
return { alertText: output.roleStackThenSpread!(args), ...stackInfo };
return { alertText: output.spreadThenRoleStack!(args), ...stackInfo };
} else if (stackType === 'partner') {
if (isStackFirst)
return { alertText: output.partnerStackThenSpread!(args), ...stackInfo };
return { alertText: output.spreadThenPartnerStack!(args), ...stackInfo };
}
// 'unknown' catch-all
if (isStackFirst)
return { alertText: output.stackThenSpread!(args), ...stackInfo };
return { alertText: output.spreadThenStack!(args), ...stackInfo };
},
},
{
id: 'AMRS Shishio Vortex of the Thunder Eye Followup',
type: 'Ability',
// 843F = Unnatural Ailment
// 8440 = Unnatural Force
netRegex: { id: ['843F', '8440'], capture: false },
condition: (data) => data.wailCount !== 1,
suppressSeconds: 1,
infoText: (data, _matches, output) => {
const mech = data.stackSpreadSecondMechanic;
if (mech === undefined)
return;
delete data.stackSpreadFirstMechanic;
delete data.stackSpreadSecondMechanic;
const mechanicStr = output[mech]!();
const inOut = data.vortexSecondMechanic;
if (inOut === undefined)
return;
delete data.vortexSecondMechanic;
const inOutStr = output[inOut]!();
return output.text!({ inOut: inOutStr, mechanic: mechanicStr });
},
outputStrings: {
text: {
en: '${inOut} + ${mechanic}',
de: '${inOut} + ${mechanic}',
ja: '${inOut} + ${mechanic}',
cn: '${inOut} + ${mechanic}',
ko: '${inOut} + ${mechanic}',
},
out: Outputs.out,
in: Outputs.in,
...basicStackSpreadOutputStrings,
},
},
{
id: 'AMRS Shishio Thunder Vortex',
type: 'StartsUsing',
netRegex: { id: '8439', source: 'Shishio', capture: false },