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raidboss: Windurst Third Walk triggers#1061

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JLGarber:windurst-third-walk-triggers
Jul 2, 2026
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raidboss: Windurst Third Walk triggers#1061
JLGarber merged 3 commits into
OverlayPlugin:mainfrom
JLGarber:windurst-third-walk-triggers

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@JLGarber

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There is A Lot in here. Windurst ended up being substantially more complex than I had expected. I'm not really happy with some of this stuff, but this is the best I've got after a couple weeks of effort. There are some superfluous comments that will probably be best cleaned up before merging once this is fully reviewed.

Shantotto is mostly fine. I don't like the wide-open collection of ActorSetPos for the fire locations, but getCombatants would not return fully accurate positions for the ley lines when called during the tether mechanic, and this was the best compromise I could come up with.

Alexander is fairly okay. I'm still not 100% sure on how to handle Radiant Sacrament, or whether that's even something we should bother with since it's got very clear visuals.

Promathia has a lot of annoying elements to it. I wasn't able to make any serious use of the mapEffect data that accompanies Empty Salvation, so the triggers currently operate off the Explosion casts at the puddle destinations. This works, but it's not quite as much warning for the user as I would like.

We can't really reduce the amount of data collection we do for Promathia in any event. Post-intermission, Wheel of Impregnability and Bastion of Twilight are used at random during their positions in the timeline, so we need to ensure that all the various combinations with Pestilent Penance are handled.

The intermission sometimes calls Promyvion for a given player even if they aren't on its platform. I'm not sure whether this is a logic error on my part or something to do with getCombatants that I don't fully understand.

Shinryu/Hollow King are largely okay. It might be worth putting a countdownSeconds on the gaze/stop mechanics, but I didn't do that for this current iteration. Note that there's a missing timeline trigger for Gyre Charge, which I'll add in once the timeline package is merged.

I'm marking this as a draft because I'm confident there are better ways to address some of the triggers I've included here. Because this has all ended up being so complex, there's a good chance I've missed some obvious improvements due to being too close to this for the past couple of weeks.

Comment thread ui/raidboss/data/07-dt/alliance/windurst-third-walk.ts Outdated
response: Responses.getUnder(),
},
{
id: 'Windurst Third Walk Shantotto Circumscribed Fire Subsequent Call',

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I saw this trigger call Move to next circle call same time as Windurst Third Walk Shantotto Localized Blizzard in the second set when it didn't need to trigger.

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It looks like there's a race condition between the Subsequent Call and Localized Blizzard triggers. I added a delay to Blizzard and that seemed to clear it up in the raid emulator. I also redid the numeric logic to match the actual number of Fire casts that Shantotto does.

Comment thread ui/raidboss/data/07-dt/alliance/windurst-third-walk.ts
Comment thread ui/raidboss/data/07-dt/alliance/windurst-third-walk.ts

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LGTM

@JLGarber JLGarber force-pushed the windurst-third-walk-triggers branch from 7cf496b to 6f31ad5 Compare July 1, 2026 04:14
@JLGarber JLGarber marked this pull request as ready for review July 1, 2026 04:14
@github-actions github-actions Bot added the needs-review Awaiting review label Jul 1, 2026
@JLGarber JLGarber merged commit 6bd8d7f into OverlayPlugin:main Jul 2, 2026
18 of 22 checks passed
@JLGarber JLGarber deleted the windurst-third-walk-triggers branch July 2, 2026 00:01
github-actions Bot pushed a commit that referenced this pull request Jul 2, 2026
There is A Lot in here. Windurst ended up being substantially more
complex than I had expected. I'm not really happy with some of this
stuff, but this is the best I've got after a couple weeks of effort.
There are some superfluous comments that will probably be best cleaned
up before merging once this is fully reviewed.

Shantotto is mostly fine. I don't like the wide-open collection of
`ActorSetPos` for the fire locations, but `getCombatants` would not
return fully accurate positions for the ley lines when called during the
tether mechanic, and this was the best compromise I could come up with.

Alexander is fairly okay. I'm still not 100% sure on how to handle
Radiant Sacrament, or whether that's even something we should bother
with since it's got very clear visuals.

Promathia has a lot of annoying elements to it. I wasn't able to make
any serious use of the `mapEffect` data that accompanies Empty
Salvation, so the triggers currently operate off the Explosion casts at
the puddle destinations. This works, but it's not quite as much warning
for the user as I would like.

We can't really reduce the amount of data collection we do for Promathia
in any event. Post-intermission, Wheel of Impregnability and Bastion of
Twilight are used at random during their positions in the timeline, so
we need to ensure that all the various combinations with Pestilent
Penance are handled.

The intermission sometimes calls Promyvion for a given player even if
they aren't on its platform. I'm not sure whether this is a logic error
on my part or something to do with `getCombatants` that I don't fully
understand.

Shinryu/Hollow King are largely okay. It might be worth putting a
`countdownSeconds` on the gaze/stop mechanics, but I didn't do that for
this current iteration. Note that there's a missing timeline trigger for
Gyre Charge, which I'll add in once the timeline package is merged.

I'm marking this as a draft because I'm confident there are better ways
to address some of the triggers I've included here. Because this has all
ended up being so complex, there's a good chance I've missed some
obvious improvements due to being too close to this for the past couple
of weeks. 6bd8d7f
github-actions Bot pushed a commit that referenced this pull request Jul 2, 2026
There is A Lot in here. Windurst ended up being substantially more
complex than I had expected. I'm not really happy with some of this
stuff, but this is the best I've got after a couple weeks of effort.
There are some superfluous comments that will probably be best cleaned
up before merging once this is fully reviewed.

Shantotto is mostly fine. I don't like the wide-open collection of
`ActorSetPos` for the fire locations, but `getCombatants` would not
return fully accurate positions for the ley lines when called during the
tether mechanic, and this was the best compromise I could come up with.

Alexander is fairly okay. I'm still not 100% sure on how to handle
Radiant Sacrament, or whether that's even something we should bother
with since it's got very clear visuals.

Promathia has a lot of annoying elements to it. I wasn't able to make
any serious use of the `mapEffect` data that accompanies Empty
Salvation, so the triggers currently operate off the Explosion casts at
the puddle destinations. This works, but it's not quite as much warning
for the user as I would like.

We can't really reduce the amount of data collection we do for Promathia
in any event. Post-intermission, Wheel of Impregnability and Bastion of
Twilight are used at random during their positions in the timeline, so
we need to ensure that all the various combinations with Pestilent
Penance are handled.

The intermission sometimes calls Promyvion for a given player even if
they aren't on its platform. I'm not sure whether this is a logic error
on my part or something to do with `getCombatants` that I don't fully
understand.

Shinryu/Hollow King are largely okay. It might be worth putting a
`countdownSeconds` on the gaze/stop mechanics, but I didn't do that for
this current iteration. Note that there's a missing timeline trigger for
Gyre Charge, which I'll add in once the timeline package is merged.

I'm marking this as a draft because I'm confident there are better ways
to address some of the triggers I've included here. Because this has all
ended up being so complex, there's a good chance I've missed some
obvious improvements due to being too close to this for the past couple
of weeks. 6bd8d7f
github-actions Bot pushed a commit to ShadyWhite/cactbot that referenced this pull request Jul 2, 2026
…#1061)

There is A Lot in here. Windurst ended up being substantially more
complex than I had expected. I'm not really happy with some of this
stuff, but this is the best I've got after a couple weeks of effort.
There are some superfluous comments that will probably be best cleaned
up before merging once this is fully reviewed.

Shantotto is mostly fine. I don't like the wide-open collection of
`ActorSetPos` for the fire locations, but `getCombatants` would not
return fully accurate positions for the ley lines when called during the
tether mechanic, and this was the best compromise I could come up with.

Alexander is fairly okay. I'm still not 100% sure on how to handle
Radiant Sacrament, or whether that's even something we should bother
with since it's got very clear visuals.

Promathia has a lot of annoying elements to it. I wasn't able to make
any serious use of the `mapEffect` data that accompanies Empty
Salvation, so the triggers currently operate off the Explosion casts at
the puddle destinations. This works, but it's not quite as much warning
for the user as I would like.

We can't really reduce the amount of data collection we do for Promathia
in any event. Post-intermission, Wheel of Impregnability and Bastion of
Twilight are used at random during their positions in the timeline, so
we need to ensure that all the various combinations with Pestilent
Penance are handled.

The intermission sometimes calls Promyvion for a given player even if
they aren't on its platform. I'm not sure whether this is a logic error
on my part or something to do with `getCombatants` that I don't fully
understand.

Shinryu/Hollow King are largely okay. It might be worth putting a
`countdownSeconds` on the gaze/stop mechanics, but I didn't do that for
this current iteration. Note that there's a missing timeline trigger for
Gyre Charge, which I'll add in once the timeline package is merged.

I'm marking this as a draft because I'm confident there are better ways
to address some of the triggers I've included here. Because this has all
ended up being so complex, there's a good chance I've missed some
obvious improvements due to being too close to this for the past couple
of weeks. 6bd8d7f
github-actions Bot pushed a commit to ShadyWhite/cactbot that referenced this pull request Jul 2, 2026
…#1061)

There is A Lot in here. Windurst ended up being substantially more
complex than I had expected. I'm not really happy with some of this
stuff, but this is the best I've got after a couple weeks of effort.
There are some superfluous comments that will probably be best cleaned
up before merging once this is fully reviewed.

Shantotto is mostly fine. I don't like the wide-open collection of
`ActorSetPos` for the fire locations, but `getCombatants` would not
return fully accurate positions for the ley lines when called during the
tether mechanic, and this was the best compromise I could come up with.

Alexander is fairly okay. I'm still not 100% sure on how to handle
Radiant Sacrament, or whether that's even something we should bother
with since it's got very clear visuals.

Promathia has a lot of annoying elements to it. I wasn't able to make
any serious use of the `mapEffect` data that accompanies Empty
Salvation, so the triggers currently operate off the Explosion casts at
the puddle destinations. This works, but it's not quite as much warning
for the user as I would like.

We can't really reduce the amount of data collection we do for Promathia
in any event. Post-intermission, Wheel of Impregnability and Bastion of
Twilight are used at random during their positions in the timeline, so
we need to ensure that all the various combinations with Pestilent
Penance are handled.

The intermission sometimes calls Promyvion for a given player even if
they aren't on its platform. I'm not sure whether this is a logic error
on my part or something to do with `getCombatants` that I don't fully
understand.

Shinryu/Hollow King are largely okay. It might be worth putting a
`countdownSeconds` on the gaze/stop mechanics, but I didn't do that for
this current iteration. Note that there's a missing timeline trigger for
Gyre Charge, which I'll add in once the timeline package is merged.

I'm marking this as a draft because I'm confident there are better ways
to address some of the triggers I've included here. Because this has all
ended up being so complex, there's a good chance I've missed some
obvious improvements due to being too close to this for the past couple
of weeks. 6bd8d7f
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3 participants