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License: GNU General Public License v3.0
XivCombo for very lazy gamers
License: GNU General Public License v3.0
enabled everything and tried every spell none of the options work for me; every other job works fine though.
When Titan's Favor is up (during the Titan summon), can Gemshine turn into Mountain Buster seeing as it's a GCD into an oGCD cast?
I see the benefit of having it on Ruin III for the Titan Unique Feature but this would streamline the cast even more I feel.
Anyone need this?
I'll just use the combined feature myself.
Apply Biolysis to target when < 5 seconds remain.
Hi,
Currently testing your fork in game on warrior and noticed that storm's path combo chain does not change to storm's path but to storms eye, just a heads up :)
ty for the amazing fork tho!
From https://github.com/Grammernatzi/XIVComboPluginExpandedest
Same as carby feature but for Eos/Selene.
Hi Nik. picture above is my ninja setting. the current main combo logic is that Aeolian edge will be replaced with armor crush automatically when huton buff less than 30 sec,which in order to extend buff to 60 sec. I acknowledge that setting can make combo more convenient, but meanwhile it comes with two disadvantage:
Armor Crush is lv54 skill. it would becomes 'invalid' when the player in dungeon which below lv54 (for example: Main Scenario Quests ). it make main combo stuck while huton buff less than 30 sec.
Armor Crush and Aeolian Edge both are positional skills. it will cause potency loss when the plugin change aeolian edge to armor crush suddenly and player does not aware of the change .
Is it possible to take the armor crush out of Aeolian edge combo or make it as an individual feature (people can enable or disable by themselves) . Thanks in advance.
Noticed that DRK overcap on Souleater gives me Bloodspiller straight away (on Hard Slash) instead of on the 3rd GCD (Souleater). Is this intended behavior? Wouldn't it be better to get Bloodspiller only on overcap?
Hello,
I love the Ninja Huton/Armor crush combo feature. It works very well!
I've looked through your Combo files and found this on line #78
if (lastComboMove == NIN.GustSlash && level >= 45 && huton.HutonTimer < 30000)
Would it be possible to raise that timer to <4000 aka. do Armor Crush if Huton is less than 40s?
The problem, I don't know how to compile the changed file, so I could try it out for myself.
This is why I am asking you for your help.
How can I make this work in the actual Plugin, or how do I compile it after I changed the File myself?
Would be awesome if you could help me out with that.
Regards
Hey, this is not exactly an issue but i would love to provide you with the logics and thought processes behind the MNK rotation to make the single button rotation work. If you're interested please let me know of a way to contact!
oGKD capacities are not used.
(More precisely, they are used incorrectly, only the last oGCD ability in a combo is used)
This works correctly in the base combo plugin. Just take the code from there =)
And another humble question, do you have any plans to combine two GNB combos into one? (Yes, I'm lazy =)
Is it possible to add shadow of death to slice combo, and shorl of death to scythe combo, so it works like warrior AIO storms path/eye, meaning once buff/debuff gets low, it gets added to combo again.
Also doesn't do enkindle bahamut. Phoenix works like a dream though.
Make Blood Stalk and Gluttony swap to Gibbet and Gallows if they're up. Done to avoid pressing BS/Gluttony twice in a row.
Coerthan Torment combo seems to be ignoring Draconian Fire completely and making Doom Spike usable instead of Draconian Fury despite the fact that under the buff the latter replaces the former
Do you know about this?
https://github.com/tssailzz8/MyPlugins
https://github.com/tssailzz8/XIVComboPluginExpandedest
Before Pld gets Confiteor using requiescat results in your skill turning to Confiteor without a way to use the last stack from requiescat since you don't actually gain Confiteor till level 80. This effects leveling or lower level dungeons between 68-80. Workaround for now is keeping a separate bind of holy spirit but having a conditional set to only change your holy spirit to Confiteor after level 80 would be nice :)
Noticed another issue with war. When using Infuriate to gain Nascent Chaos your main combo button/fell cleave isn't being replaced by Inner Chaos. I assume it is supposed to change since with the AOE button (overpower/tempest) either will swap into Chaotic Cyclone as soon as you pop infuriate. Its also a bit confusing since if your main combo is already on a fell cleave for not overcapping... so say you were at 50 and used infuriate to hit 100 your main combo switches to a fell cleave instead of a Inner Chaos. Which shouldn't even be on your bar since fell cleave during Nascent Chaos should automatically switch to Inner Chaos. Hope I explained this well enough.
Aki needs to make a secret token for this repo. Refer to this commit: c3a3811
Additionally, I suggest we decide on master or main as the branch name. Currently this repo uses master, and MyDalamudPlugins uses main. I suggest master for both.
With EW the bullet guage cap increased to 3 at level 88, so the solid barrel combo should be updated for the overcap protection to happen at 3 rather than 2.
my question is how u get the uint from every spell in the combo folder
Mind you I haven't played sage yet, I was just looking at the code.
Assuming Dosis 1, 2, and 3, are upgraded to their higher levels (1>2, 2>3)
Would it not be possible trim down a lot of the checks to just check for the status effect(s) and instead of return SGE.Eukrasia; do return OriginalHook(SGE.Eukrasia);? as that should return the original ability (or its upgrades if you're high enough level automatically)
PLD Royal Authority combo breaks before lvl60. The combo should replace Royal Authority with its lower level version (Rage of Halone) in sub-60 content, but instead swaps to Royal Authority on the bar. In dungeons it's possible to hit Rage of Halone if timed correctly, however if you miss the CD for it, it will not function.
Anyone that can help test this in-game and report back here or directly to me on discord (Aki#9251)
it would be greatly appreciated.
Added a simple summoner combo similar to Samurai one but way more condensed.
Features
Everything is on one button (Currently only for Single Target).
Fester, ED, Deathflare, Enkindles, EGI Skills, Buff...
XIVSlothCombo/XIVComboExpanded/Combos/SMN.cs
Line 189 in 0d8b9a5
Any feedback is greatly appreciated!!! <3
In its current state, this actually is nearly useless due to Req. showing up early in our rotations now. You may want to make a check that Fight or Flight is not up as well so it doesn't get wasted.
Having both Solid Barrel Combo and BurstStrikeContinuation ticked causes hypervelocity (continuation) to appear in the main solid barrel combo before the 3rd strike even with 0 powder gauge.
Having an Orogeny feature, that would work just like the Upheaval one, but with the AOE combo would be wonderous, thanks.
Paladin when synced under Lv 54 keeps getting an unusable Goring Blade into the Rage of Halone/Royal Authority combo.
Can we get sonic break on the main combo within no mercy instead of tied to the no mercy button. It doesn't make much sense the way it is currently since Sonic Break is a weaponskill and requires a GCD. Changing Sonic break to behave like double down would be much better. This would also clean it up more when doing dungeons and trash pulls... i wanna no mercy and AOE spam... but I keep seeing sonic break on my no mercy button which I would never use in this situation. I know I could turn it off but I do like having bow shock linked to no mercy.
Figured the MNK single button rotation would ignore True Strike, probably due to looking for the wrong buff.
Could try encorporating a buff check for DisciplinedFist = 3001;
and return TrueStrike when true, or vice versa and go TwinSnakes when false
Fate Looks to Die For. On boss Ayida rotation stuck on Shadow of Death. Infinity reapeat Shadow of Death.
hey, this is what I have so far for one button rotation for single target rotation on samurai. Think we could optimize?
ST:
internal class SamuraiYukikazeCombo : CustomCombo
{
protected override CustomComboPreset Preset => CustomComboPreset.SamuraiYukikazeCombo;
protected override uint Invoke(uint actionID, uint lastComboMove, float comboTime, byte level)
{
if (actionID == SAM.Yukikaze)
{
if (HasEffect(SAM.Buffs.MeikyoShisui))
{
var gauge = GetJobGauge<SAMGauge>();
if (level >= SAM.Levels.Kasha && gauge.Sen.HasFlag(Sen.KA) == false)
return SAM.Kasha;
if (level >= SAM.Levels.Gekko && gauge.Sen.HasFlag(Sen.GETSU) == false)
return SAM.Gekko;
if (level >= SAM.Levels.Yukikaze && gauge.Sen.HasFlag(Sen.SETSU) == false)
return SAM.Yukikaze;
}
if (comboTime > 0 && level >= SAM.Levels.Shifu)
{
var gauge = GetJobGauge<SAMGauge>();
if (lastComboMove == SAM.Hakaze)
{
if (level >= SAM.Levels.Shifu && gauge.Sen.HasFlag(Sen.KA) == false && FindEffect(SAM.Buffs.Shifu)?.RemainingTime < 10)
return SAM.Shifu;
if (level >= SAM.Levels.Jinpu && gauge.Sen.HasFlag(Sen.GETSU) == false && FindEffect(SAM.Buffs.Jinpu)?.RemainingTime < 10)
return SAM.Jinpu;
if (level >= SAM.Levels.Yukikaze && gauge.Sen.HasFlag(Sen.SETSU) == false)
return SAM.Yukikaze;
if (level >= SAM.Levels.Shifu && FindEffect(SAM.Buffs.Shifu)?.RemainingTime < 10 || gauge.Sen.HasFlag(Sen.KA) == false)
return SAM.Shifu;
if (level >= SAM.Levels.Jinpu)
return SAM.Jinpu;
}
if (lastComboMove == SAM.Shifu && level >= SAM.Levels.Kasha)
return SAM.Kasha;
if (lastComboMove == SAM.Jinpu && level >= SAM.Levels.Gekko)
return SAM.Gekko;
}
return SAM.Hakaze;
}
return actionID;
}
}
AOE:
internal class SamuraiOkaCombo : CustomCombo
{
protected override CustomComboPreset Preset => CustomComboPreset.SamuraiOkaCombo;
protected override uint Invoke(uint actionID, uint lastComboMove, float comboTime, byte level)
{
if (actionID == SAM.Oka)
{
if (HasEffect(SAM.Buffs.MeikyoShisui))
return SAM.Oka;
if (comboTime > 0 && lastComboMove == SAM.Fuga && level >= SAM.Levels.Mangetsu)
{
var gauge = GetJobGauge<SAMGauge>();
if (level >= SAM.Levels.Oka && gauge.Sen.HasFlag(Sen.KA) == false && FindEffect(SAM.Buffs.Shifu)?.RemainingTime < 10)
return SAM.Oka;
if (level < SAM.Levels.Oka || gauge.Sen.HasFlag(Sen.GETSU) == false || FindEffect(SAM.Buffs.Jinpu)?.RemainingTime < FindEffect(SAM.Buffs.Shifu)?.RemainingTime)
return SAM.Mangetsu;
if (level >= SAM.Levels.Oka)
return SAM.Oka;
}
return SAM.Fuga;
}
return actionID;
}
}
Decided to make another issue for this, for better visibility:
For Warrior, can we split up the features for Storm's Path? Having Inner Beast / Fell Cleave automatically swapped into the Storm's Path combo at 70 is a bit strange to me, should be an Overcap Feature?
I also personally prefer it to only show up when you would overcap on Beast Gauge (e.g. when you have >80 gauge for Storm's Path or >90 gauge for Maim), since I might be saving up my gauge for Berserk/Inner Release window.
There's a feature in Daemitus' fork that puts these on one button and just uses whichever isn't on CD. Would recommend incorporating them into this addon too.
Thank you!
Hi Nik-Potokar
Thanks for you great plugin. Please take a look below function in Warrior? those features are not working on lv90 warrior . I am using the japanese client.
145: Mythril tempest combo
151: primal rend feature
152 Orogeny Feature
I assumed that those problems should only happen to me. So I installed the original XIV Combo plugin. AOE combo and Primal Rend feature are working well. but they are not working when I change back to your plugin.
Thank you for your patience with me
Anyone need this?
Since ?yesterday I started seeing the repo getting updated, but the updates not happening in game. Now I notice a "new" mod in the repo called XIVSlothCombo, akso by aki, but with an updated version number.
Am I to believe that this new one, is the same, but with a namechange, and the old "XIVComboWayTooAkiiified" is deprecated?
When changes are made to the XIVComboWayTooAkiiified, when can we expect the changed to be shipped to MyDalamudPlugins where they appear in game?
If I have misunderstood anything, feel free to correct me. Much appreciate the effort put in here.
Warrior is using upheaval in opener before inner release or storms eye. It is set to only use it during IR or while inner release is on CD but it uses it on cd so it gets popped instantly in opener before you can apply storms eye.
have Shoha 1 instead of Shoha 2(AoE) when Tenka Goken(AoE) is on Tsubame-Gaesha when meditation is at 3 and keep Shoha 1 on Midare
SCH and WHM raise features are polar opposites - why? Homogenize them so they work the same way, or rather just make it one tweak for all Healers + SMN.
In my opinion - Swiftcast should always change into Raise/Resurrection/Verraise/Ascend/Egeiro.
Hi,
First of all, I wish to express my greatest appreciation to your work here. Greatly improved my enjoyment of the game. Thank you.
I am posting a suggestion as I cannot find a place to post in your suggested link. My fault here because this is not an issue.
I was wondering if you can add rdm's new skill (Resolution) to redoublement combo plus.
Thanks again for the wonderful job you are doing.
In another fork, (https://github.com/PrincessRTFM/XIVComboPlugin)
Was wondering if you would consider adding something similar to yours as some other single button rotations have been coming in.
https://github.com/PrincessRTFM/XIVComboPlugin/blob/4ce3cd6dd5eb550144ef4f0d69fdc12b7fb5c334/Combos/RDM.cs#L254
https://github.com/PrincessRTFM/XIVComboPlugin/blob/4ce3cd6dd5eb550144ef4f0d69fdc12b7fb5c334/Combos/RDM.cs#L281
I like the name. We got the cool icon as well. SlothCombo sounds kinda lame to me. Maybe XIVComboWayTooAfkiiified?
Its currently not possible to have storms path and storms eye combos be separated, instead of the all-in-one button. being able to separate them and still have the overcap feature work would be nice
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