Route recomp and death recovery through vr_runback
All checks were successful
/ test (push) Successful in 53s
All checks were successful
/ test (push) Successful in 53s
recomp and death now transition through stuck/vr_runback instead of
jumping straight to Hunt, so the character properly retraces vr_run ->
vr_portal back into the hunting area rather than assuming it's still
standing in Viridian Rise after a vendor trip or a Viridian Rise Recall.
recomp's watchdog fallback now matches neftet's SetWatchdog 3 300 {Default}.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
This commit is contained in:
parent
fb9342fcd5
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2 changed files with 27 additions and 12 deletions
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@ -59,7 +59,7 @@ STATE: {Hunt}
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Expr {getvar[isLeader]}
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ChatMatch {cloud of dangerous gas!}
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DO: CallState {vr_gas_dodge} {Hunt}
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IF: ChatCapture {^Your fellow "(?<who>[^"]+)" has died!$} {}
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IF: ChatCapture {(?<who>\w[\w ]*\w) has died!$} {}
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DO: SetState {vr_runback}
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IF: All
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ItemCountLE 100 {Prismatic Taper}
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@ -84,7 +84,9 @@ STATE: {Hunt}
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IF: All
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Expr {getvar[isLeader]}
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ChatCapture {(^(\[[A-z]+?\] |)You|.*\<Tell:IIDString:.+:(?<who>[^\<]*)\>.+\<\\Tell\>) .*, \"#recruitviridianrise\"$} {}
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DO: ChatExpr {\/ub fellow recruit +getvar[capturegroup_who]}
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DO: DoAll
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ChatExpr {\/ub fellow recruit +getvar[capturegroup_who]}
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SetState {Hunt}
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IF: All
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Expr {getvar[isLeader]}
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DistToRteGE 100
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@ -102,7 +104,7 @@ STATE: {Hunt}
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STATE: {vr_gas_dodge}
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IF: Always
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DO: Chat {/vt opt set navpriorityboost true}
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IF: SecsInStateGE 2
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IF: SecsInStateGE 5
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DO: DoAll
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Chat {/vt opt set navpriorityboost false}
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Return
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@ -145,7 +147,7 @@ STATE: {recomp}
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NavEmpty
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DO: DoAll
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DoExpr {clearvar[vrRecompNavLoaded]}
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SetState {Hunt}
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SetState {stuck}
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IF: Always
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DO: DoAll
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DoExpr {setvar[diamondMissing, 100 - getitemcountininventorybyname[`Diamond Scarab`]]}
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@ -158,7 +160,7 @@ STATE: {recomp}
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Chat {/vt nav load ah_recomp}
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Chat {/vt opt set enablenav true}
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IF: Always
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DO: SetWatchdog 3 300 {stuck}
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DO: SetWatchdog 3 300 {Default}
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STATE: {death}
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IF: ExitPortal
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@ -172,7 +174,7 @@ STATE: {death}
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NavEmpty
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DO: DoAll
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DoExpr {clearvar[vrDeathNavLoaded]}
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SetState {Hunt}
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SetState {vr_runback}
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IF: Always
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DO: DoAll
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DoExpr {setvar[vrDeathNavLoaded, 1]}
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