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docs: trigger guide update (#6018)
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quisquous authored Dec 15, 2023
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63 changes: 5 additions & 58 deletions CONTRIBUTING.md
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Expand Up @@ -245,67 +245,10 @@ here's a set of features that will almost always be needed:
* [issues marked "help wanted"](https://github.com/quisquous/cactbot/issues?utf8=%E2%9C%93&q=label%3A%22help+wanted%22)
* [adding missing timelines](https://github.com/quisquous/cactbot/issues/414)
* missing translations
* job ui for missing jobs (that you play and have opinions on)

## Trigger Guidelines

As a rule, cactbot defaults to text alarms with a small number of default sounds over custom sounds and tts.
This is because there is a clearer mental separation between visual text for triggers and audio of voice comms.
This separation is easier to process than mixing the audio of voice comms and tts together.
This design choice isn't for everybody, especially those used to tts (which is an option).
However, text triggers will always be the default.
Give it a try.

As it's easier to disable triggers than to write triggers,
cactbot also tends to be slightly noisier than most people prefer.

### Trigger Severity

Here's the general guidelines for how cactbot has triggers.
You can use these when adding new triggers for raids.
As always, try to be consistent with the surrounding code.

* alarm (red text)
* you will wipe the raid if you mess this up
* ideally used on random mechanics (one person gets X)
* ideally used only once or twice in a raid

* alert (yellow text)
* you will get killed if you mess this up (or kill others)
* used for important mechanics
* should be about ~1/3 of the triggers

* info (green text)
* you should probably do something about this, but it might not kill you
* also used for information like nael dragon dives or grand octet markers
* should be about ~2/3 of the triggers

Another consideration for trigger severity is to make them contextually useful.
For example, if you may get selected for one of two mechanics,
it's preferable to have one mechanic be info and the other alert
(or one alert and the other alarm)
so that it is obvious from the noise which mechanic you have.

A final consideration is to not overload the player
with too many of the same types of message.
If every trigger is an alert,
it's probably better to change some of them to be info.
Having different sounds helps create a "rhythm" for the fight.
This is especially true for simultaneous alerts.

### Trigger Text

Here's some general guidelines for the text in triggers.
The goal for trigger text is to mimic what a human raidcaller would say.
It should minimize the amount of that the player has to think to do a mechanic.

* Be concise. Text should be as short as possible, like lalafells.
* Tell the player what to do rather than the mechanic name, i.e. prefer `Get Out` vs `Iron Chariot`
* Have the text be positive, i.e. prefer `Left` vs `Don't Go Right`
* Don't prescribe a particular strategy, if multiple strategies exist, i.e. Titania Ex tethers or Hello World
* If multiple strategies exist, tell the player the mechanic (`Jail on YOU`) instead of dictating a strategy.
* Don't write triggers for obvious ground aoes.
* As always, be consistent with other triggers.
See: [Raidboss Guide](docs/RaidbossGuide.md#trigger-guidelines)

## Timeline Guidelines

Expand All @@ -317,6 +260,10 @@ It should minimize the amount of that the player has to think to do a mechanic.
* When adding a loop, add at least 30 seconds of fake abilities, and make sure these abilities line up with where the loop jumps to.
* As always, be consistent with other timelines.

## Oopsy Guidelines

See: [Oopsy Guide](docs/OopsyraidsyGuide.md#overview)

## Markdown Guidelines

* Improvements and additions to documentation are always welcome.
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