Tremolo4 / stasiscl

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Crusaders' Coliseum support #153

Open GoogleCodeExporter opened 9 years ago

GoogleCodeExporter commented 9 years ago
This patch adds support for the first boss of the coliseum.

Original issue reported on code.google.com by swbro...@gmail.com on 5 Aug 2009 at 1:19

Attachments:

GoogleCodeExporter commented 9 years ago
Thanks for this. Worked perfectly.

Original comment by calam...@gmail.com on 10 Aug 2009 at 6:44

GoogleCodeExporter commented 9 years ago
{
    short       => "lordjaraxxus",
    zone        => "coliseum",
    long        => "Lord Jaraxxus",
    mobStart    => [ 34780 ],
    mobContinue => [ 34780, 34815, 34826 ],
    mobEnd      => [ 34780 ],
    timeout     => 30,
},

Original comment by wowstenas on 12 Aug 2009 at 3:32

GoogleCodeExporter commented 9 years ago
OK, I got the diff file, I dunno how to enter it automatically, so i tried to 
graft it into the logsplit.pm file, but i get 
an eeror on line 124 of stasis.

I am using a Mac.

Original comment by 19vett...@gmail.com on 12 Aug 2009 at 3:59

GoogleCodeExporter commented 9 years ago
you can run
patch < stasicl-r261-northrendbeasts.diff
then specify the path to the LogSplit.pm file when asked.

Alternatively, I've attached my LogSplit.pm, you can either use this or see 
what I've
done. 

Original comment by tinde...@gmail.com on 13 Aug 2009 at 12:00

Attachments:

GoogleCodeExporter commented 9 years ago
Thanks and Thanks

I looked for about 3 hours trying to find the slash command for a diff file

Original comment by 19vett...@gmail.com on 13 Aug 2009 at 1:08

GoogleCodeExporter commented 9 years ago
Thanks, tindelli!  I'd be a little lost without stasis at this point.

Original comment by twini...@gmail.com on 16 Aug 2009 at 4:26

GoogleCodeExporter commented 9 years ago
Are the boss IDs the same as they were on the ptr? and if they are does anyone 
have
the ones for the bosses coming up so they can be added in time for when the 
encounter
is released?

Original comment by dark666...@gmail.com on 17 Aug 2009 at 7:56

GoogleCodeExporter commented 9 years ago
So.... for faction champions, I don't know of a way to detect when a win 
occurs.  
Since the mobs are random each week, and since there's no predetermined order 
of 
death...even a win will appear just as an "attempt".

Working on compiling a section that will apply for any/all of the possible 
NPCs.  If 
anyone (especially horde players) could post their logs for this fight, it 
would 
help me with it tremendously.

Original comment by tinde...@gmail.com on 19 Aug 2009 at 2:47

GoogleCodeExporter commented 9 years ago
Horde mobs: 34469, 34466, 34470, 34471, 34473, 34475, 34461, 34472, 34467, 34468

Original comment by goodn...@gmail.com on 19 Aug 2009 at 3:18

GoogleCodeExporter commented 9 years ago
Faction Champions:
{
    short       => "factionchampions",
    zone        => "coliseum",
    long        => "Faction Champions",
    mobStart    => [ 34441, 34444, 34445, 34447, 34448, 34449, 34450, 34451, 34453, 
34454, 34455, 34456, 34458, 34459, 34460, 34461, 34463, 34465, 34466, 34467, 
34468, 
34469, 34470, 34471, 34472, 34473, 34474, 34475  ],    
    mobContinue => [ 34441, 34444, 34445, 34447, 34448, 34449, 34450, 34451, 34453, 
34454, 34455, 34456, 34458, 34459, 34460, 34461, 34463, 34465, 34466, 34467, 
34468, 
34469, 34470, 34471, 34472, 34473, 34474, 34475  ],
    timeout     => 30,
},

I don't know a way to detect an actual win here... since there isn't a 
particular 
mob that needs to die for it to count as a win.  If someone has any insight, 
I'd be 
glad to know

Original comment by tinde...@gmail.com on 19 Aug 2009 at 3:39

GoogleCodeExporter commented 9 years ago
you could have it check on each attempt if 10 of the main mobs(not pets) go 
down to
set that as a win after all 10 are down. also check for 6 going down in 10 man.

Original comment by dark666...@gmail.com on 19 Aug 2009 at 8:22

GoogleCodeExporter commented 9 years ago
I'd guess a patch would be required to create a flag similar to endAll used on 
Four
Horsemen have to signify that 10 need killing, perhaps something along the 
lines of
endCount => 10, but my Perl isn't good enough to fix it myself :<

Original comment by pneumatus@gmail.com on 19 Aug 2009 at 10:44

GoogleCodeExporter commented 9 years ago
@pneumatus

Well.... I was working on a patch for this... and then realized that on 10-man 
there's only 6 mobs on 10-man.  Open to suggestions about this, but I don't 
know of 
a way to determine the initial number of enemies. Maybe I'm missing something.

Original comment by tinde...@gmail.com on 20 Aug 2009 at 1:26

GoogleCodeExporter commented 9 years ago
doesn't it detect if its a 10 man or 25 man when parsing normally?

Original comment by dark666...@gmail.com on 20 Aug 2009 at 7:33

GoogleCodeExporter commented 9 years ago
As a temporary measure I have just set
endAll      => 1,
and it parses correctly for me it just does not recognize a win vs an attempt.

Original comment by goodn...@gmail.com on 21 Aug 2009 at 1:03

GoogleCodeExporter commented 9 years ago
@wowstenas and general

How do I go about using the code/lines that wowstenas has posted? I did use the 
.diff
file to patch and had no problem. Just dont know how to use the new code 
supplied.

Original comment by Sharpe...@gmail.com on 23 Aug 2009 at 11:21

GoogleCodeExporter commented 9 years ago
The line numbers are in the .diff. Looking at the LogSplit.pm file, it will be 
pretty
obvious when you get to the section with the other boss fights. Just copy and 
past
the block provided. The file tindelli provided on comment #4 is more complete 
than
the one I posted and has the first two bosses already included.

Original comment by wowstenas on 24 Aug 2009 at 2:21

GoogleCodeExporter commented 9 years ago
so has anyone come up with a complete block of code to put in to handle the 
faction
champions properly?

Original comment by dark666...@gmail.com on 24 Aug 2009 at 7:41

GoogleCodeExporter commented 9 years ago
{
    short => "factionchampions",
    zone => "coliseum",
    long => "Faction Champions",
    mobStart => [ 34441, 34444, 34445, 34447, 34448, 34449, 34450, 34451, 34453,
34454, 34455, 34456, 34458, 34459, 34460, 34461, 34463, 34465, 34466,
 34467, 34468, 34469, 34470, 34471, 34472, 34473, 34474, 34475 ],
    mobContinue => [ 34441, 34444, 34445, 34447, 34448, 34449, 34450, 34451, 34453,
34454, 34455, 34456, 34458, 34459, 34460, 34461, 34463, 34465, 344
66, 34467, 34468, 34469, 34470, 34471, 34472, 34473, 34474, 34475 ],
    timeout => 30,
    endAll      => 1,
},

As a complete block, the above works but will show kills as tries.

Original comment by pneumatus@gmail.com on 24 Aug 2009 at 1:14

GoogleCodeExporter commented 9 years ago
[deleted comment]
GoogleCodeExporter commented 9 years ago
[deleted comment]
GoogleCodeExporter commented 9 years ago
would it be feasable to just do a mobEnd with all the IDs, or would it not end 
till
it has detected the "dead" IDs of the ones not even there? It makes me wonder 
if just
listing all the IDs wont work if an array of IDs could be created and just do a
mobEnd on that array. Which overall couldn't it technically be used for every 
fight?

Frankly I think this might be the only way to cleanly parse this fight.

Original comment by dark666...@gmail.com on 25 Aug 2009 at 6:36

GoogleCodeExporter commented 9 years ago
[deleted comment]
GoogleCodeExporter commented 9 years ago
@dark666105: If you make a mobEnd array, and specify all of them, it will end 
when any of them dies. If you 
make a mobEnd array and set endAll to 1, it will end when all of them die.  
Since not ALL of the mobs will be 
there in any given fight, it will report all attempts as fails.  The only other 
way would be to have a separate 
fight for every combination of faction champions (480 combinations for each 
faction, assuming 3 healers and 
7 other... not sure if there's any more restrictions, but it's still an absurd 
number).  I was trying to implement a 
patch that will allow for an "endCount" parameter as suggested by pneumatus, 
but then realized the 10-man 
modes had only 6 mobs instead of 10, and I don't think the LogSplit actually 
can determine 10- or 25-man 
versions.  Probably going to have to just leave it as an attempt instead of a 
victory.

I'll be back tonight after I test my twin val'kyr patch.  If anyone wants the 
preliminary (pre-tested) version, it's
{
    short       => "twinvalkyrs",
    zone        => "coliseum",
    long        => "Twin Valkyrs",
    mobStart    => [ 34496, 34497 ],
    mobContinue => [ 34496, 34497 ],
    mobEnd      => [ 34496, 34497],
    timeout     => 30,
    endAll      => 1,
},

Haven't seen the encounter, so more might need to be added... ill update 
tonight after raid.

Original comment by tinde...@gmail.com on 25 Aug 2009 at 6:49

GoogleCodeExporter commented 9 years ago
Also does anyone have the IDs for the twins yet?
here are the IDs I found in mmo-champs DB, though I'm not sure what is for what.
Maybe one for each version and one "outside" of the coliseum like the rest of 
the
bosses? That hypothesis would coincide with only finding 4 IDs for jaraxxus in 
their
database. Then again I could be completely wrong.

Eydis Darkbane
34496, 36066, 35347, 35348, 35349

Fjola Lightbane
34497, 36065, 35350, 35351, 35352

Original comment by dark666...@gmail.com on 25 Aug 2009 at 6:50

GoogleCodeExporter commented 9 years ago
@tindelli
lol i deleted my old comment so i could add to it, thanks for that twins info.

on the faction champions thing, you could do what you mentioned in conjunction 
with
what pneumatus said. basically rather than creating 480 combinations you just 
add 2
with the endCount that pneumatus mentioned, one for the 10 man version for 6 
and one
for the 25 man version with 10.

Original comment by dark666...@gmail.com on 25 Aug 2009 at 6:54

GoogleCodeExporter commented 9 years ago
I'm not really familiar at all with perl but is there a startCount command you 
could
use to seperate the two listings? 

Original comment by dark666...@gmail.com on 25 Aug 2009 at 7:07

GoogleCodeExporter commented 9 years ago
Just confirming that my earlier Twin Val'kyr listing works properly. Can't edit
comments (really google?) so here it is again for anyone interested:

{
    short       => "twinvalkyr",
    zone        => "coliseum",
    long        => "Twin Val'kyr",
    mobStart    => [ 34496, 34497 ],
    mobContinue => [ 34496, 34497 ],
    mobEnd      => [ 34496, 34497],
    timeout     => 30,
    endAll      => 1,
},

After Anub'arak next week, I'll make a patch for the entire section that can 
easily
be applied, but for now, manual updates all the way >.>

Original comment by tinde...@gmail.com on 26 Aug 2009 at 4:46

GoogleCodeExporter commented 9 years ago
Comment #28 @ Twin Val'kyr listing

http://anomaly-guild.us/swstats/

Thanks.. Works great.

Original comment by jebuskr...@gmail.com on 26 Aug 2009 at 10:32

GoogleCodeExporter commented 9 years ago

{
   short       => "anubarak",
   zone        => "coliseum",
   long        => "Anub'arak",
   mobStart    => [ 34564 ],
   mobContinue => [ 34564, 34605, 34606, 34607 ],
   mobEnd      => [ 34564 ],
   timeout     => 30,
   endAll      => 1,
},

Original comment by wowstenas on 2 Sep 2009 at 4:00

GoogleCodeExporter commented 9 years ago
not coliseum but VoA (@_@;;

{
    short => "koralon",
    zone => "archavon",
    long => "Koralon",
    mobStart => [ 35013 ],
    mobContinue => [ 35013 ],
    mobEnd => [ 35013 ],
    timeout => 30,
},

Original comment by odelle2004 on 2 Sep 2009 at 5:58

GoogleCodeExporter commented 9 years ago
Any update on that patch for the entire section?
Also if say a raid clears trial of the crusader and then immediately starts 
going
through trial of the grand crusader, is there any way for stasiscl to 
differentiate
the fights from each?

Original comment by dark666...@gmail.com on 9 Sep 2009 at 11:18

GoogleCodeExporter commented 9 years ago
Here's a patch and the modified file for the people who don't like patches.

I'm not sure if there is a way to differentiate the Grand Crusader fights. If
stasiscl isn't registering the fights on Heroic, then the boss IDs are 
different and
it might work, but that's highly unlikely.

Original comment by wowstenas on 10 Sep 2009 at 3:46

Attachments:

GoogleCodeExporter commented 9 years ago
As we already know, we can parse both 10man and 25man, or both normal and 
heroic 
with single setup. it means boss unit IDs are not depend on any difficulty.

But it seems boss spell IDs are depend on difficulty. Please see your stasiscl 
results, spell names are same but spell IDs are different. Then it is possible 
to 
separate difficulties if we can update program code how it can fetch not only 
unit 
ID but also spell ID.

Original comment by odelle2004 on 16 Sep 2009 at 7:57