Idol HM script change suggestions.

Kannkor

Ogre
I'm considering trying to change HM Idol script. I'll listen to suggestions. You will need to be very specific, and give locs where/if needed.
 

Kevinshp

Well-Known Member
I will get some info to you probably Monday. Could you post the camp locs currently in you idol now so maybe I could adjust from there. Will make it easier for me as some locs are ok.
 

Kannkor

Ogre
I will get some info to you probably Monday. Could you post the camp locs currently in you idol now so maybe I could adjust from there. Will make it easier for me as some locs are ok.
That's not really what I'm after... I'm talking the concept of the fight, where to place. The current locs are there exactly as they are for a reason, so moving them a few meters isn't going to help.
 

pr517

Active Member
Instead of hard-coded positions, have them calculate in real-time an ideal place to be based on the position of the rocks and other group members:

If a rock is detected within 10 meters of you. Imagine a circle around your character of radius 10 meters. Find the point on the circle that is equal to or greater than 10 meters from not only the nearest rock, but also the nearest person. But, as there will be many solutions, find the one closest to the group to improve survivability. Iterate through ${Angle}.

NewX:Set[${Math.Calc[${Me.X}+10*${Math.Cos[${Angle}]}]}]
NewY:Set[${Math.Calc[${Me.Y}+10*${Math.Sin[${Angle}]}]}]

Since there are random rocks (not those that pick your characters location specifically) that also appear in the general area of your characters after a time, when the local area becomes "saturated", just move the entire group to a new area altogether as needed.
 

Kevinshp

Well-Known Member
Ok

two spots for each toon are good enough for this fight!

Set toons in a circle around with tank in the middle

scouts at 11 and 1 o'clock they move in and out towards and away from the center

healers at 3 and 9 move north and south parallel with center so they don't go out of range for heals

Chanter at range 6 o'oclock behind the tank moves side to side

Only one rock will fall on one toon a a time. so you need the toon the rock is falling on to move the other stay in the same place until a rock fall on them.

so this is how we do it with 6 players

So lets say the assassin is at 11 o'clock gets a rock at start hes about 8m from tank so he moves out about 10m then back in on next rock. healers just move north and south so if assassin is at 11 o'clock and mystic is at 9o'clock mystic would move up twars assassin but still out to the left of him about 10m away or so from the assassins line. coercer moves east west behind the tank. Tank stays put. Dirge would move like the assassin but from 1o'clock out and in and inquz just like mystic but from 3o'clock.
 
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mamrono

Active Member
I like the way that it is atm, I havent tried it with 1 healer yet as it is but the only thing that would be nice would be for the chanter and bard to not share the spot my 2 cp.
 

Kevinshp

Well-Known Member
I like the way that it is atm, I havent tried it with 1 healer yet as it is but the only thing that would be nice would be for the chanter and bard to not share the spot my 2 cp.
That's kinda whats wrong now is two toons sharing the same spot.
 
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