Yama#140
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Also this PR bumps the plugin to v2 and uses the new gradle to do so. |
This was referenced May 10, 2026
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## Summary Fixes #142 Which I can conclude was caused by #140, this is because with the extra logging i could see that on exp drop would trigger too late and then essentially and one tick to the timer by accident. This PR centralises the pre attack window logic. This also adds logs, this was how I was able to draw such a conclusion. ## Testing I did a whole Yama kill and the problem didn't occur again.
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Summary
Supersedes #130, this has all the same functionality but also handles the shadow crashing :) this makes Yama fully functional with the plugin and it shouldn't mis-count anymore!
This is the first feature which is working outside the
onGameTickas it's graphics object based.Yama Shadow Crash
This is implemented unfortunately in
onRendersince we use the literal graphics of the fireballs to determine, if the player is in the correct tile and the timing is right. Timing was easy as we can just look for animation frame to be the correct tick. The location was a bit trickier since this was the first time I've really thought about that part of the client API.Because this is being called in
onRenderwe make sure to return early if the player is not in the correct region and yama isn't actually in P3. However once those conditions are true there is some wasteful computation as every cycle we re-compute all the fireball lines, however I don't think this takes long enough to actually affect performance negatively.Purging Staff
Original description for Purging staff spec:
Some reasoning about why this is hard coded to Yama, there's 3 pieces to the purging staff puzzle:
If we can answer all three questions we can solve the spec. This PR currently answers (1.) and (2.) albeit quite poorly and in a brittle way [1], however the 3rd question is actually the hardest 😅 because the client isn't given an NPC's health directly only a funny ratio number:
Therefore the best way to tackle question 3. is just to hard code the hp values we care about and IMO the only relevant usage of the purging staff spec is void flares so that's all this PR tackles.
Also this leads me to next PR which will be the 1 tick speed up when you perfectly the dodge the shadow meteors because the plugin still gets confused by that during P3.
Implementation
Add a new variable speed implementor and change the signature to include the hp and spec [1].
This new class will only work when in the yama region and it does the following things:
[1] = Note these still need work as they will pass stale data ATM
[2] = this also needs work if you eat during those 3 ticks the plugin is bugged see wiki for details
fixes #80
Testing
Melee testing: https://youtu.be/nTnF5Pd0gBI
Mage testing: https://youtu.be/viyEn7mcdDw
Range i don't care about