diff --git a/RotationSolver.Basic/Data/ActionID.cs b/RotationSolver.Basic/Data/ActionID.cs
index cb3764331..13470af0e 100644
--- a/RotationSolver.Basic/Data/ActionID.cs
+++ b/RotationSolver.Basic/Data/ActionID.cs
@@ -211,17 +211,17 @@ public enum ActionID : uint
///
/// 激情咏唱
///
- Sharpcast = 3574,
+ SharpCast = 3574,
///
/// 三连咏唱
///
- Triplecast = 7421,
+ TripleCast = 7421,
///
/// 黑魔纹
///
- Leylines = 3573,
+ LeyLines = 3573,
///
/// 魔纹步
@@ -358,7 +358,7 @@ public enum ActionID : uint
///
/// 苦闷之歌
///
- SongofTorment = 11386,
+ SongOfTorment = 11386,
///
/// 怒视
@@ -368,7 +368,7 @@ public enum ActionID : uint
///
/// 平原震裂
///
- Plaincracker = 11391,
+ PlainCracker = 11391,
///
/// 怒发冲冠
@@ -413,12 +413,12 @@ public enum ActionID : uint
///
/// 破防
///
- Offguard = 11411,
+ OffGuard = 11411,
///
/// 自爆
///
- Selfdestruct = 11408,
+ SelfDestruct = 11408,
///
/// 拍掌
@@ -438,7 +438,7 @@ public enum ActionID : uint
///
/// 4星吨
///
- Weight4tonze = 11384,
+ Weight4Tonze = 11384,
///
/// 诡异视线
@@ -553,7 +553,7 @@ public enum ActionID : uint
///
/// 水神的面纱
///
- VeiloftheWhorl = 11431,
+ VeilOfTheWhorl = 11431,
///
/// 高山气流
@@ -658,7 +658,7 @@ public enum ActionID : uint
///
/// 仙人盾
///
- Cactguard = 18315,
+ CactGuard = 18315,
///
/// 复仇冲击
@@ -758,7 +758,7 @@ public enum ActionID : uint
///
/// 斗灵弹
///
- TheRoseofDestruction = 23275,
+ TheRoseOfDestruction = 23275,
///
/// 斗争本能
@@ -768,7 +768,7 @@ public enum ActionID : uint
///
/// 超振动
///
- Ultravibration = 23277,
+ UltraVibration = 23277,
///
/// 冰焰
@@ -798,7 +798,7 @@ public enum ActionID : uint
///
/// 水脉诅咒
///
- MaledictionofWater = 23283,
+ MaledictionOfWater = 23283,
///
/// 陆行鸟陨石
@@ -828,7 +828,7 @@ public enum ActionID : uint
///
/// 月下彼岸花
///
- Nightbloom = 23290,
+ NightBloom = 23290,
///
/// 冰雾
@@ -865,7 +865,7 @@ public enum ActionID : uint
///
/// 风蚀箭
///
- Windbite = 113,
+ WindBite = 113,
///
/// 伶牙俐齿
@@ -987,7 +987,7 @@ public enum ActionID : uint
///
/// 坠喷泉
///
- Fountainfall = 15992,
+ FountainFall = 15992,
///
/// 扇舞·序
@@ -1002,7 +1002,7 @@ public enum ActionID : uint
///
/// 落刃雨
///
- Bladeshower = 15994,
+ BladeShower = 15994,
///
/// 升风车
@@ -1012,7 +1012,7 @@ public enum ActionID : uint
///
/// 落血雨
///
- Bloodshower = 15996,
+ BloodShower = 15996,
///
/// 扇舞·破
@@ -1037,7 +1037,7 @@ public enum ActionID : uint
///
/// 流星舞
///
- StarfallDance = 25792,
+ StarFallDance = 25792,
///
/// 前冲步
@@ -1204,12 +1204,12 @@ public enum ActionID : uint
///
/// 破碎冲
///
- SpineshatterDive = 95,
+ SpineShatterDive = 95,
///
/// 龙炎冲
///
- DragonfireDive = 96,
+ DragonFireDive = 96,
///
/// 跳跃
@@ -1239,7 +1239,7 @@ public enum ActionID : uint
///
/// 坠星冲
///
- Stardiver = 16480,
+ StarDiver = 16480,
///
/// 天龙点睛
@@ -1281,12 +1281,12 @@ public enum ActionID : uint
///
/// 暗黑波动
///
- FloodofDarkness = 16466,
+ FloodOfDarkness = 16466,
///
/// 暗黑锋
///
- EdgeofDarkness = 16467,
+ EdgeOfDarkness = 16467,
///
/// 嗜血
@@ -1331,7 +1331,7 @@ public enum ActionID : uint
///
/// 血溅
///
- Bloodspiller = 7392,
+ BloodSpiller = 7392,
///
/// 寂灭
@@ -1391,7 +1391,7 @@ public enum ActionID : uint
///
/// 暗影使者
///
- Shadowbringer = 25757,
+ ShadowBringer = 25757,
///
/// 腐秽黑暗
@@ -1468,7 +1468,7 @@ public enum ActionID : uint
///
/// 超火流星
///
- Superbolide = 16152,
+ SuperBolide = 16152,
///
/// 音速破
@@ -1493,12 +1493,12 @@ public enum ActionID : uint
///
/// 光之心
///
- HeartofLight = 16160,
+ HeartOfLight = 16160,
///
/// 石之心
///
- HeartofStone = 16161,
+ HeartOfStone = 16161,
///
/// 命运之环
@@ -1508,7 +1508,7 @@ public enum ActionID : uint
///
/// 血壤
///
- Bloodfest = 16164,
+ BloodFest = 16164,
///
/// 倍攻
@@ -1615,7 +1615,7 @@ public enum ActionID : uint
///
/// 毒菌冲击
///
- Bioblaster = 16499,
+ BioBlaster = 16499,
///
/// 整备
@@ -1669,17 +1669,17 @@ public enum ActionID : uint
///
/// 连击
///
- Bootshine = 53,
+ BootShine = 53,
///
/// 破坏神冲 aoe
///
- ArmoftheDestroyer = 62,
+ ArmOfTheDestroyer = 62,
///
/// 破坏神脚 aoe
///
- ShadowoftheDestroyer = 25767,
+ ShadowOfTheDestroyer = 25767,
///
/// 双掌打 伤害提高
@@ -1694,7 +1694,7 @@ public enum ActionID : uint
///
/// 四面脚 aoe
///
- FourpointFury = 16473,
+ FourPointFury = 16473,
///
/// 破碎拳
@@ -1709,7 +1709,7 @@ public enum ActionID : uint
///
/// 地烈劲 aoe
///
- Rockbreaker = 70,
+ RockBreaker = 70,
///
/// 斗气
@@ -1734,7 +1734,7 @@ public enum ActionID : uint
///
/// 红莲极意 提高dps
///
- RiddleofFire = 7395,
+ RiddleOfFire = 7395,
///
/// 突进技能
@@ -1789,12 +1789,12 @@ public enum ActionID : uint
///
/// 金刚极意 盾
///
- RiddleofEarth = 7394,
+ RiddleOfEarth = 7394,
///
/// 疾风极意
///
- RiddleofWind = 25766,
+ RiddleOfWind = 25766,
#endregion
#region NIN
@@ -1896,7 +1896,7 @@ public enum ActionID : uint
///
/// 通灵之术·大虾蟆
///
- HellfrogMedium = 7401,
+ HellFrogMedium = 7401,
///
/// 六道轮回
@@ -1931,7 +1931,7 @@ public enum ActionID : uint
///
/// 梦幻三段
///
- DreamWithinaDream = 3566,
+ DreamWithInADream = 3566,
///
/// 风魔手里剑天
@@ -2040,7 +2040,7 @@ public enum ActionID : uint
///
/// 战女神之怒
///
- RageofHalone = 21,
+ RageOfHalone = 21,
///
/// 王权剑
@@ -2055,7 +2055,7 @@ public enum ActionID : uint
///
/// 战逃反应
///
- FightorFlight = 20,
+ FightOrFlight = 20,
///
/// 全蚀斩
@@ -2075,7 +2075,7 @@ public enum ActionID : uint
///
/// 厄运流转
///
- CircleofScorn = 23,
+ CircleOfScorn = 23,
///
/// 深奥之灵
@@ -2120,17 +2120,17 @@ public enum ActionID : uint
///
/// 英勇之剑
///
- BladeofValor = 25750,
+ BladeOfValor = 25750,
///
/// 真理之剑
///
- BladeofTruth = 25749,
+ BladeOfTruth = 25749,
///
/// 信念之剑
///
- BladeofFaith = 25748,
+ BladeOfFaith = 25748,
///
/// 安魂祈祷
@@ -2155,7 +2155,7 @@ public enum ActionID : uint
///
/// 武装戍卫
///
- PassageofArms = 7385,
+ PassageOfArms = 7385,
///
/// 保护
@@ -2192,7 +2192,7 @@ public enum ActionID : uint
///
/// 短兵相接
///
- CorpsAcorps = 7506,
+ CorpsACorps = 7506,
///
/// 赤疾风
@@ -2324,7 +2324,7 @@ public enum ActionID : uint
///
/// 死亡之影
///
- ShadowofDeath = 24378,
+ ShadowOfDeath = 24378,
///
/// 灵魂切割
@@ -2344,7 +2344,7 @@ public enum ActionID : uint
///
/// 死亡之涡
///
- WhorlofDeath = 24379,
+ WhorlOfDeath = 24379,
///
/// 灵魂钐割
@@ -2444,7 +2444,7 @@ public enum ActionID : uint
///
/// 播魂种
///
- Soulsow = 24387,
+ SoulSow = 24387,
///
/// 收获月
@@ -2688,7 +2688,7 @@ public enum ActionID : uint
///
/// 破阵法
///
- ArtofWar = 16539,
+ ArtOfWar = 16539,
///
/// 炽天召唤
@@ -2952,7 +2952,7 @@ public enum ActionID : uint
///
/// 以太蓄能
///
- Aethercharge = 25800,
+ AetherCharge = 25800,
///
/// 龙神召唤
@@ -2992,7 +2992,7 @@ public enum ActionID : uint
///
/// 灵泉之炎
///
- FountainofFire = 16514,
+ FountainOfFire = 16514,
///
/// 溃烂爆发
@@ -3002,7 +3002,7 @@ public enum ActionID : uint
///
/// 痛苦核爆
///
- Painflare = 3578,
+ PainFlare = 3578,
///
/// 毁绝
@@ -3032,7 +3032,7 @@ public enum ActionID : uint
///
/// 死星核爆
///
- Deathflare = 3582,
+ DeathFlare = 3582,
///
/// 苏生之炎
@@ -3144,7 +3144,7 @@ public enum ActionID : uint
///
/// 战栗
///
- ThrillofBattle = 40,
+ ThrillOfBattle = 40,
///
/// 泰然自若
@@ -3159,7 +3159,7 @@ public enum ActionID : uint
///
/// 原初的血气
///
- Bloodwhetting = 25751,
+ BloodWhetting = 25751,
///
/// 复仇
@@ -3261,7 +3261,7 @@ public enum ActionID : uint
///
/// 礼仪之铃
///
- LiturgyoftheBell = 25862,
+ LiturgyOfTheBell = 25862,
///
/// 飞石
@@ -3318,7 +3318,7 @@ public enum ActionID : uint
///
/// 即刻咏唱
///
- Swiftcast = 7561,
+ SwiftCast = 7561,
///
/// 康复
@@ -3403,7 +3403,7 @@ public enum ActionID : uint
///
/// 沉稳咏唱
///
- Surecast = 7559,
+ SureCast = 7559,
///
/// 真北
diff --git a/RotationSolver.Basic/Data/StatusID.cs b/RotationSolver.Basic/Data/StatusID.cs
index 49e4ff7da..4456aaa32 100644
--- a/RotationSolver.Basic/Data/StatusID.cs
+++ b/RotationSolver.Basic/Data/StatusID.cs
@@ -98,22 +98,22 @@ public enum StatusID : ushort
///
/// 即刻咏唱
///
- Swiftcast = 167,
+ SwiftCast = 167,
///
/// 连续咏唱
///
- Dualcast = 1249,
+ DualCast = 1249,
///
/// 三连咏唱
///
- Triplecast = 1211,
+ TripleCast = 1211,
///
/// 激情咏唱
///
- Sharpcast = 867,
+ SharpCast = 867,
///
/// 雷云
@@ -189,7 +189,7 @@ public enum StatusID : ushort
///
/// 超火流行
///
- Superbolide = 1836,
+ SuperBolide = 1836,
///
/// 直线射击预备
@@ -204,7 +204,7 @@ public enum StatusID : ushort
///
/// 风蚀箭Dot
///
- Windbite = 129,
+ WindBite = 129,
///
/// 毒咬箭 Plus Dot
@@ -214,12 +214,12 @@ public enum StatusID : ushort
///
/// 风蚀箭 Plus Dot
///
- Stormbite = 1201,
+ StormBite = 1201,
///
/// 影噬箭准备
///
- ShadowbiteReady = 3002,
+ ShadowBiteReady = 3002,
///
/// 爆破箭准备
@@ -269,7 +269,7 @@ public enum StatusID : ushort
///
/// 原初的血气
///
- Bloodwhetting = 2678,
+ BloodWhetting = 2678,
///
/// 原初的解放
@@ -398,7 +398,7 @@ public enum StatusID : ushort
///
/// 祭祀环
///
- CircleofSacrifice = 2972,
+ CircleOfSacrifice = 2972,
///
/// 死亡祭品
@@ -408,7 +408,7 @@ public enum StatusID : ushort
///
/// 死亡祭祀
///
- BloodsownCircle = 2972,
+ BloodSownCircle = 2972,
///
/// 神秘环
@@ -418,7 +418,7 @@ public enum StatusID : ushort
///
/// 播魂种
///
- Soulsow = 2594,
+ SoulSow = 2594,
///
/// 回退准备
@@ -592,7 +592,7 @@ public enum StatusID : ushort
///
/// 濒死
///
- BrinkofDeath = 44,
+ BrinkOfDeath = 44,
///
/// 心关
@@ -652,7 +652,7 @@ public enum StatusID : ushort
///
/// 英勇之剑
///
- BladeofValor = 2721,
+ BladeOfValor = 2721,
DivineMight = 2673,
@@ -826,7 +826,7 @@ public enum StatusID : ushort
///
/// 石之心
///
- HeartofStone = 1840,
+ HeartOfStone = 1840,
///
/// 无情
@@ -867,7 +867,7 @@ public enum StatusID : ushort
///
/// 燕飞效果提高
///
- Enhanced_Enpi = 1236,
+ EnhancedEnpi = 1236,
///
/// 风月
@@ -942,7 +942,7 @@ public enum StatusID : ushort
///
/// 真理之剑预备状态
///
- ReadyForBladeofFaith = 3019,
+ ReadyForBladeOfFaith = 3019,
///
/// 盾阵
@@ -972,7 +972,7 @@ public enum StatusID : ushort
///
/// 金刚极意
///
- RiddleofEarth = 1179,
+ RiddleOfEarth = 1179,
///
/// 醒梦
@@ -999,12 +999,12 @@ public enum StatusID : ushort
///
/// 即兴表演结束
///
- Improvised_Finish = 2697,
+ ImprovisedFinish = 2697,
///
/// 舞动的热情
///
- Rising_Rhythm = 2696,
+ RisingRhythm = 2696,
///
@@ -1045,7 +1045,7 @@ public enum StatusID : ushort
///
/// 意志薄弱
///
- BrushwithDeath = 2127,
+ BrushWithDeath = 2127,
///
/// 蓄力
@@ -1090,7 +1090,7 @@ public enum StatusID : ushort
///
/// 冰雾
///
- TouchofFrost = 2994,
+ TouchOfFrost = 2994,
///
/// 玄天武水壁
diff --git a/RotationSolver.Basic/Helpers/TargetFilter.cs b/RotationSolver.Basic/Helpers/TargetFilter.cs
index 33392260a..9c33e7a5f 100644
--- a/RotationSolver.Basic/Helpers/TargetFilter.cs
+++ b/RotationSolver.Basic/Helpers/TargetFilter.cs
@@ -249,7 +249,7 @@ public unsafe static IEnumerable GetDeath(this IEnumerable c.CastTargetObjectId == item.ObjectId)) return false;
@@ -285,14 +285,14 @@ private static bool IsJobCategory(this BattleChara obj, SortedSet validJob
internal static BattleChara ASTRangeTarget(IEnumerable ASTTargets, bool mustUse)
{
- ASTTargets = ASTTargets.Where(b => !b.HasStatus(false, StatusID.Weakness, StatusID.BrinkofDeath));
+ ASTTargets = ASTTargets.Where(b => !b.HasStatus(false, StatusID.Weakness, StatusID.BrinkOfDeath));
return ASTTargets.ASTGetTargetByJobs(JobRole.RangedMagical, JobRole.RangedPhysical, JobRole.Melee);
}
internal static BattleChara ASTMeleeTarget(IEnumerable ASTTargets, bool mustUse)
{
- ASTTargets = ASTTargets.Where(b => !b.HasStatus(false, StatusID.Weakness, StatusID.BrinkofDeath));
+ ASTTargets = ASTTargets.Where(b => !b.HasStatus(false, StatusID.Weakness, StatusID.BrinkOfDeath));
return ASTTargets.ASTGetTargetByJobs(JobRole.Melee, JobRole.RangedMagical, JobRole.RangedPhysical);
diff --git a/RotationSolver.Basic/RotationSolver.Basic.csproj b/RotationSolver.Basic/RotationSolver.Basic.csproj
index fb3aac3a1..5e496f266 100644
--- a/RotationSolver.Basic/RotationSolver.Basic.csproj
+++ b/RotationSolver.Basic/RotationSolver.Basic.csproj
@@ -22,6 +22,10 @@
+
+
+
+
True
diff --git a/RotationSolver.Basic/Rotations/Basic/BLM_Base.cs b/RotationSolver.Basic/Rotations/Basic/BLM_Base.cs
index d87b746ab..d6e54ec10 100644
--- a/RotationSolver.Basic/Rotations/Basic/BLM_Base.cs
+++ b/RotationSolver.Basic/Rotations/Basic/BLM_Base.cs
@@ -173,16 +173,16 @@ public override bool CanUse(out IAction act, bool mustUse = false, bool emptyOrS
///
/// 激情咏唱
///
- public static IBaseAction Sharpcast { get; } = new BaseAction(ActionID.Sharpcast)
+ public static IBaseAction Sharpcast { get; } = new BaseAction(ActionID.SharpCast)
{
- StatusProvide = new[] { StatusID.Sharpcast },
+ StatusProvide = new[] { StatusID.SharpCast },
ActionCheck = b => HasHostilesInRange,
};
///
/// 三连咏唱
///
- public static IBaseAction Triplecast { get; } = new BaseAction(ActionID.Triplecast)
+ public static IBaseAction Triplecast { get; } = new BaseAction(ActionID.TripleCast)
{
StatusProvide = Swiftcast.StatusProvide,
};
@@ -190,7 +190,7 @@ public override bool CanUse(out IAction act, bool mustUse = false, bool emptyOrS
///
/// 黑魔纹
///
- public static IBaseAction Leylines { get; } = new BaseAction(ActionID.Leylines, true, shouldEndSpecial: true)
+ public static IBaseAction Leylines { get; } = new BaseAction(ActionID.LeyLines, true, shouldEndSpecial: true)
{
StatusProvide = new[] { StatusID.LeyLines, },
};
diff --git a/RotationSolver.Basic/Rotations/Basic/BLU_Base.cs b/RotationSolver.Basic/Rotations/Basic/BLU_Base.cs
index e0438b361..c581ed328 100644
--- a/RotationSolver.Basic/Rotations/Basic/BLU_Base.cs
+++ b/RotationSolver.Basic/Rotations/Basic/BLU_Base.cs
@@ -104,7 +104,7 @@ public override bool CanUse(out IAction act, bool mustUse = false, bool emptyOrS
///
/// 苦闷之歌
///
- public static IBLUAction SongofTorment { get; } = new BLUAction(ActionID.SongofTorment, BLUActionType.Magical, isEot: true)
+ public static IBLUAction SongofTorment { get; } = new BLUAction(ActionID.SongOfTorment, BLUActionType.Magical, isEot: true)
{
TargetStatus = new[] { StatusID.Bleeding }
};
@@ -141,7 +141,7 @@ public override bool CanUse(out IAction act, bool mustUse = false, bool emptyOrS
///
/// 斗灵弹
///
- public static IBLUAction TheRoseofDestruction { get; } = new BLUAction(ActionID.TheRoseofDestruction, BLUActionType.Magical);
+ public static IBLUAction TheRoseofDestruction { get; } = new BLUAction(ActionID.TheRoseOfDestruction, BLUActionType.Magical);
///
/// 马特拉魔术
@@ -153,7 +153,7 @@ public override bool CanUse(out IAction act, bool mustUse = false, bool emptyOrS
///
public static IBLUAction WhiteDeath { get; } = new BLUAction(ActionID.WhiteDeath, BLUActionType.Magical)
{
- ActionCheck = b => Player.HasStatus(true, StatusID.TouchofFrost)
+ ActionCheck = b => Player.HasStatus(true, StatusID.TouchOfFrost)
};
#endregion
@@ -182,7 +182,7 @@ public override bool CanUse(out IAction act, bool mustUse = false, bool emptyOrS
///
/// 平原震裂
///
- public static IBLUAction Plaincracker { get; } = new BLUAction(ActionID.Plaincracker, BLUActionType.Magical);
+ public static IBLUAction Plaincracker { get; } = new BLUAction(ActionID.PlainCracker, BLUActionType.Magical);
///
/// 诡异视线
@@ -330,7 +330,7 @@ public override bool CanUse(out IAction act, bool mustUse = false, bool emptyOrS
///
/// 水脉诅咒
///
- public static IBLUAction MaledictionofWater { get; } = new BLUAction(ActionID.MaledictionofWater, BLUActionType.Magical);
+ public static IBLUAction MaledictionofWater { get; } = new BLUAction(ActionID.MaledictionOfWater, BLUActionType.Magical);
///
/// 陆行鸟陨石
@@ -340,7 +340,7 @@ public override bool CanUse(out IAction act, bool mustUse = false, bool emptyOrS
///
/// 月下彼岸花
///
- public static IBLUAction Nightbloom { get; } = new BLUAction(ActionID.Nightbloom, BLUActionType.Magical);
+ public static IBLUAction Nightbloom { get; } = new BLUAction(ActionID.NightBloom, BLUActionType.Magical);
///
/// 玄天武水壁
@@ -366,7 +366,7 @@ public override bool CanUse(out IAction act, bool mustUse = false, bool emptyOrS
///
public static IBLUAction FinalSting { get; } = new BLUAction(ActionID.FinalSting, BLUActionType.Physical)
{
- ActionCheck = b => !Player.HasStatus(true, StatusID.BrushwithDeath),
+ ActionCheck = b => !Player.HasStatus(true, StatusID.BrushWithDeath),
};
///
@@ -414,7 +414,7 @@ public override bool CanUse(out IAction act, bool mustUse = false, bool emptyOrS
///
/// 4星吨
///
- public static IBLUAction Weight4tonze { get; } = new BLUAction(ActionID.Weight4tonze, BLUActionType.Physical);
+ public static IBLUAction Weight4tonze { get; } = new BLUAction(ActionID.Weight4Tonze, BLUActionType.Physical);
///
/// 千针刺
@@ -494,9 +494,9 @@ public override bool CanUse(out IAction act, bool mustUse = false, bool emptyOrS
///
/// 自爆
///
- public static IBLUAction Selfdestruct { get; } = new BLUAction(ActionID.Selfdestruct, BLUActionType.None)
+ public static IBLUAction Selfdestruct { get; } = new BLUAction(ActionID.SelfDestruct, BLUActionType.None)
{
- ActionCheck = b => !Player.HasStatus(true, StatusID.BrushwithDeath),
+ ActionCheck = b => !Player.HasStatus(true, StatusID.BrushWithDeath),
};
///
@@ -537,7 +537,7 @@ public override bool CanUse(out IAction act, bool mustUse = false, bool emptyOrS
///
/// 超振动
///
- public static IBLUAction Ultravibration { get; } = new BLUAction(ActionID.Ultravibration, BLUActionType.None);
+ public static IBLUAction Ultravibration { get; } = new BLUAction(ActionID.UltraVibration, BLUActionType.None);
///
/// 鬼宿脚
@@ -555,7 +555,7 @@ public override bool CanUse(out IAction act, bool mustUse = false, bool emptyOrS
///
/// 水神的面纱
///
- public static IBLUAction VeiloftheWhorl { get; } = new BLUAction(ActionID.VeiloftheWhorl, BLUActionType.None, true);
+ public static IBLUAction VeiloftheWhorl { get; } = new BLUAction(ActionID.VeilOfTheWhorl, BLUActionType.None, true);
///
/// 超硬化
@@ -578,7 +578,7 @@ public override bool CanUse(out IAction act, bool mustUse = false, bool emptyOrS
///
/// 仙人盾
///
- public static IBLUAction Cactguard { get; } = new BLUAction(ActionID.Cactguard, BLUActionType.None, true, isTimeline: true)
+ public static IBLUAction Cactguard { get; } = new BLUAction(ActionID.CactGuard, BLUActionType.None, true, isTimeline: true)
{
StatusProvide = Rampart.StatusProvide,
ActionCheck = BaseAction.TankDefenseSelf,
@@ -621,7 +621,7 @@ public override bool CanUse(out IAction act, bool mustUse = false, bool emptyOrS
///
/// 破防
///
- public static IBLUAction Offguard { get; } = new BLUAction(ActionID.Offguard, BLUActionType.None, true);
+ public static IBLUAction Offguard { get; } = new BLUAction(ActionID.OffGuard, BLUActionType.None, true);
///
/// 强力守护
diff --git a/RotationSolver.Basic/Rotations/Basic/BRD_Base.cs b/RotationSolver.Basic/Rotations/Basic/BRD_Base.cs
index c92016090..060b564f1 100644
--- a/RotationSolver.Basic/Rotations/Basic/BRD_Base.cs
+++ b/RotationSolver.Basic/Rotations/Basic/BRD_Base.cs
@@ -75,9 +75,9 @@ public abstract class BRD_Base : CustomRotation
///
/// ��ʴ��
///
- public static IBaseAction Windbite { get; } = new BaseAction(ActionID.Windbite, isEot: true)
+ public static IBaseAction Windbite { get; } = new BaseAction(ActionID.WindBite, isEot: true)
{
- TargetStatus = new[] { StatusID.Windbite, StatusID.Stormbite }
+ TargetStatus = new[] { StatusID.WindBite, StatusID.StormBite }
};
///
@@ -158,7 +158,7 @@ public abstract class BRD_Base : CustomRotation
///
public static IBaseAction QuickNock { get; } = new BaseAction(ActionID.QuickNock)
{
- StatusProvide = new[] { StatusID.ShadowbiteReady }
+ StatusProvide = new[] { StatusID.ShadowBiteReady }
};
///
@@ -166,7 +166,7 @@ public abstract class BRD_Base : CustomRotation
///
public static IBaseAction ShadowBite { get; } = new BaseAction(ActionID.ShadowBite)
{
- StatusNeed = new[] { StatusID.ShadowbiteReady }
+ StatusNeed = new[] { StatusID.ShadowBiteReady }
};
///
diff --git a/RotationSolver.Basic/Rotations/Basic/DNC_Base.cs b/RotationSolver.Basic/Rotations/Basic/DNC_Base.cs
index c83a0af01..9d5de767b 100644
--- a/RotationSolver.Basic/Rotations/Basic/DNC_Base.cs
+++ b/RotationSolver.Basic/Rotations/Basic/DNC_Base.cs
@@ -59,7 +59,7 @@ public abstract class DNC_Base : CustomRotation
///
/// ��Ȫ
///
- public static IBaseAction Fountainfall { get; } = new BaseAction(ActionID.Fountainfall)
+ public static IBaseAction Fountainfall { get; } = new BaseAction(ActionID.FountainFall)
{
StatusNeed = new[] { StatusID.SilkenFlow, StatusID.SilkenFlow2 }
};
@@ -84,7 +84,7 @@ public abstract class DNC_Base : CustomRotation
///
/// ������
///
- public static IBaseAction Bladeshower { get; } = new BaseAction(ActionID.Bladeshower)
+ public static IBaseAction Bladeshower { get; } = new BaseAction(ActionID.BladeShower)
{
StatusProvide = Fountain.StatusProvide,
};
@@ -100,7 +100,7 @@ public abstract class DNC_Base : CustomRotation
///
/// ��Ѫ��
///
- public static IBaseAction Bloodshower { get; } = new BaseAction(ActionID.Bloodshower)
+ public static IBaseAction Bloodshower { get; } = new BaseAction(ActionID.BloodShower)
{
AOECount = 2,
StatusNeed = Fountainfall.StatusNeed,
@@ -143,7 +143,7 @@ public abstract class DNC_Base : CustomRotation
///
/// ������
///
- public static IBaseAction StarfallDance { get; } = new BaseAction(ActionID.StarfallDance)
+ public static IBaseAction StarfallDance { get; } = new BaseAction(ActionID.StarFallDance)
{
StatusNeed = new[] { StatusID.FlourishingStarfall },
};
@@ -252,7 +252,7 @@ public abstract class DNC_Base : CustomRotation
{
Targets = Targets.Where(b => b.ObjectId != Player.ObjectId && b.CurrentHp != 0 &&
//Remove Weak
- !b.HasStatus(false, StatusID.Weakness, StatusID.BrinkofDeath)
+ !b.HasStatus(false, StatusID.Weakness, StatusID.BrinkOfDeath)
//Remove other partner.
&& !b.HasStatus(false, StatusID.ClosedPosition2) | b.HasStatus(true, StatusID.ClosedPosition2)
);
diff --git a/RotationSolver.Basic/Rotations/Basic/DRG_Base.cs b/RotationSolver.Basic/Rotations/Basic/DRG_Base.cs
index 3594a53de..269393f34 100644
--- a/RotationSolver.Basic/Rotations/Basic/DRG_Base.cs
+++ b/RotationSolver.Basic/Rotations/Basic/DRG_Base.cs
@@ -92,12 +92,12 @@ public abstract class DRG_Base : CustomRotation
///
/// �����
///
- public static IBaseAction SpineshatterDive { get; } = new BaseAction(ActionID.SpineshatterDive);
+ public static IBaseAction SpineshatterDive { get; } = new BaseAction(ActionID.SpineShatterDive);
///
/// ���׳�
///
- public static IBaseAction DragonfireDive { get; } = new BaseAction(ActionID.DragonfireDive);
+ public static IBaseAction DragonfireDive { get; } = new BaseAction(ActionID.DragonFireDive);
///
/// ��Ծ
@@ -139,7 +139,7 @@ public abstract class DRG_Base : CustomRotation
///
/// �dz�
///
- public static IBaseAction Stardiver { get; } = new BaseAction(ActionID.Stardiver)
+ public static IBaseAction Stardiver { get; } = new BaseAction(ActionID.StarDiver)
{
ActionCheck = b => JobGauge.IsLOTDActive,
};
@@ -175,7 +175,7 @@ public abstract class DRG_Base : CustomRotation
ChoiceTarget = (Targets, mustUse) =>
{
Targets = Targets.Where(b => b.ObjectId != Player.ObjectId &&
- !b.HasStatus(false, StatusID.Weakness, StatusID.BrinkofDeath)).ToArray();
+ !b.HasStatus(false, StatusID.Weakness, StatusID.BrinkOfDeath)).ToArray();
if (Targets.Count() == 0) return Player;
diff --git a/RotationSolver.Basic/Rotations/Basic/DRK_Base.cs b/RotationSolver.Basic/Rotations/Basic/DRK_Base.cs
index 20cbe615e..e689f4684 100644
--- a/RotationSolver.Basic/Rotations/Basic/DRK_Base.cs
+++ b/RotationSolver.Basic/Rotations/Basic/DRK_Base.cs
@@ -84,12 +84,12 @@ protected static bool DarkSideEndAfterGCD(uint gctCount = 0, uint abilityCount =
///
/// 暗黑波动
///
- public static IBaseAction FloodofDarkness { get; } = new BaseAction(ActionID.FloodofDarkness);
+ public static IBaseAction FloodofDarkness { get; } = new BaseAction(ActionID.FloodOfDarkness);
///
/// 暗黑锋
///
- public static IBaseAction EdgeofDarkness { get; } = new BaseAction(ActionID.EdgeofDarkness);
+ public static IBaseAction EdgeofDarkness { get; } = new BaseAction(ActionID.EdgeOfDarkness);
///
/// 嗜血
@@ -144,7 +144,7 @@ protected static bool DarkSideEndAfterGCD(uint gctCount = 0, uint abilityCount =
///
/// 血溅
///
- public static IBaseAction Bloodspiller { get; } = new BaseAction(ActionID.Bloodspiller)
+ public static IBaseAction Bloodspiller { get; } = new BaseAction(ActionID.BloodSpiller)
{
ActionCheck = b => JobGauge.Blood >= 50 || Player.HasStatus(true, StatusID.Delirium),
};
@@ -199,7 +199,7 @@ protected static bool DarkSideEndAfterGCD(uint gctCount = 0, uint abilityCount =
///
/// 暗影使者
///
- public static IBaseAction Shadowbringer { get; } = new BaseAction(ActionID.Shadowbringer)
+ public static IBaseAction Shadowbringer { get; } = new BaseAction(ActionID.ShadowBringer)
{
ActionCheck = b => JobGauge.DarksideTimeRemaining > 0,
};
diff --git a/RotationSolver.Basic/Rotations/Basic/GNB_Base.cs b/RotationSolver.Basic/Rotations/Basic/GNB_Base.cs
index 19f50816a..69410707b 100644
--- a/RotationSolver.Basic/Rotations/Basic/GNB_Base.cs
+++ b/RotationSolver.Basic/Rotations/Basic/GNB_Base.cs
@@ -119,7 +119,7 @@ public abstract class GNB_Base : CustomRotation
///
/// ��������
///
- public static IBaseAction Superbolide { get; } = new BaseAction(ActionID.Superbolide, true, isTimeline: true);
+ public static IBaseAction Superbolide { get; } = new BaseAction(ActionID.SuperBolide, true, isTimeline: true);
///
/// ������
@@ -150,12 +150,12 @@ public abstract class GNB_Base : CustomRotation
///
/// ��֮��
///
- public static IBaseAction HeartofLight { get; } = new BaseAction(ActionID.HeartofLight, true, isTimeline: true);
+ public static IBaseAction HeartofLight { get; } = new BaseAction(ActionID.HeartOfLight, true, isTimeline: true);
///
/// ʯ֮��
///
- public static IBaseAction HeartofStone { get; } = new BaseAction(ActionID.HeartofStone, true, isTimeline: true)
+ public static IBaseAction HeartofStone { get; } = new BaseAction(ActionID.HeartOfStone, true, isTimeline: true)
{
ChoiceTarget = TargetFilter.FindAttackedTarget,
};
@@ -171,7 +171,7 @@ public abstract class GNB_Base : CustomRotation
///
/// Ѫ��
///
- public static IBaseAction Bloodfest { get; } = new BaseAction(ActionID.Bloodfest, true)
+ public static IBaseAction Bloodfest { get; } = new BaseAction(ActionID.BloodFest, true)
{
ActionCheck = b => MaxAmmo - JobGauge.Ammo > 1,
};
diff --git a/RotationSolver.Basic/Rotations/Basic/MCH_Base.cs b/RotationSolver.Basic/Rotations/Basic/MCH_Base.cs
index 51e3eb3ed..995e96ad5 100644
--- a/RotationSolver.Basic/Rotations/Basic/MCH_Base.cs
+++ b/RotationSolver.Basic/Rotations/Basic/MCH_Base.cs
@@ -118,7 +118,7 @@ protected static bool OverheatedEndAfterGCD(uint gctCount = 0, uint abilityCount
///
/// 毒菌冲击
///
- public static IBaseAction Bioblaster { get; } = new BaseAction(ActionID.Bioblaster, isEot: true);
+ public static IBaseAction Bioblaster { get; } = new BaseAction(ActionID.BioBlaster, isEot: true);
///
/// 整备
diff --git a/RotationSolver.Basic/Rotations/Basic/MNK_Base.cs b/RotationSolver.Basic/Rotations/Basic/MNK_Base.cs
index dcf37a5ea..92c61bb73 100644
--- a/RotationSolver.Basic/Rotations/Basic/MNK_Base.cs
+++ b/RotationSolver.Basic/Rotations/Basic/MNK_Base.cs
@@ -42,17 +42,17 @@ public abstract class MNK_Base : CustomRotation
///
/// 连击
///
- public static IBaseAction Bootshine { get; } = new BaseAction(ActionID.Bootshine);
+ public static IBaseAction Bootshine { get; } = new BaseAction(ActionID.BootShine);
///
/// 破坏神冲 aoe
///
- public static IBaseAction ArmoftheDestroyer { get; } = new BaseAction(ActionID.ArmoftheDestroyer);
+ public static IBaseAction ArmoftheDestroyer { get; } = new BaseAction(ActionID.ArmOfTheDestroyer);
///
/// 破坏神脚 aoe
///
- public static IBaseAction ShadowOfTheDestroyer { get; } = new BaseAction(ActionID.ShadowoftheDestroyer);
+ public static IBaseAction ShadowOfTheDestroyer { get; } = new BaseAction(ActionID.ShadowOfTheDestroyer);
///
/// 双掌打 伤害提高
@@ -67,7 +67,7 @@ public abstract class MNK_Base : CustomRotation
///
/// 四面脚 aoe
///
- public static IBaseAction FourPointFury { get; } = new BaseAction(ActionID.FourpointFury);
+ public static IBaseAction FourPointFury { get; } = new BaseAction(ActionID.FourPointFury);
///
/// 破碎拳
@@ -86,7 +86,7 @@ public abstract class MNK_Base : CustomRotation
///
/// 地烈劲 aoe
///
- public static IBaseAction RockBreaker { get; } = new BaseAction(ActionID.Rockbreaker);
+ public static IBaseAction RockBreaker { get; } = new BaseAction(ActionID.RockBreaker);
///
/// 斗气
@@ -117,7 +117,7 @@ public abstract class MNK_Base : CustomRotation
///
/// 红莲极意 提高dps
///
- public static IBaseAction RiddleOfFire { get; } = new BaseAction(ActionID.RiddleofFire, true);
+ public static IBaseAction RiddleOfFire { get; } = new BaseAction(ActionID.RiddleOfFire, true);
///
/// 突进技能
@@ -177,15 +177,15 @@ public abstract class MNK_Base : CustomRotation
///
/// 金刚极意 盾
///
- public static IBaseAction RiddleofEarth { get; } = new BaseAction(ActionID.RiddleofEarth, true, shouldEndSpecial: true, isTimeline: true)
+ public static IBaseAction RiddleofEarth { get; } = new BaseAction(ActionID.RiddleOfEarth, true, shouldEndSpecial: true, isTimeline: true)
{
- StatusProvide = new[] { StatusID.RiddleofEarth },
+ StatusProvide = new[] { StatusID.RiddleOfEarth },
};
///
/// 疾风极意
///
- public static IBaseAction RiddleofWind { get; } = new BaseAction(ActionID.RiddleofWind, true);
+ public static IBaseAction RiddleofWind { get; } = new BaseAction(ActionID.RiddleOfWind, true);
[RotationDesc(ActionID.Thunderclap)]
protected sealed override bool MoveForwardAbility(byte abilitiesRemaining, out IAction act, bool recordTarget = true)
@@ -208,7 +208,7 @@ protected sealed override bool HealAreaAbility(byte abilitiesRemaining, out IAct
return false;
}
- [RotationDesc(ActionID.RiddleofEarth)]
+ [RotationDesc(ActionID.RiddleOfEarth)]
protected sealed override bool DefenseSingleAbility(byte abilitiesRemaining, out IAction act)
{
if (RiddleofEarth.CanUse(out act, emptyOrSkipCombo: true)) return true;
diff --git a/RotationSolver.Basic/Rotations/Basic/NIN_Base.cs b/RotationSolver.Basic/Rotations/Basic/NIN_Base.cs
index a7f8d363c..67b284669 100644
--- a/RotationSolver.Basic/Rotations/Basic/NIN_Base.cs
+++ b/RotationSolver.Basic/Rotations/Basic/NIN_Base.cs
@@ -172,7 +172,7 @@ internal NinAction(ActionID actionID, params IBaseAction[] ninjutsus)
///
/// 通灵之术·大虾蟆
///
- public static IBaseAction HellfrogMedium { get; } = new BaseAction(ActionID.HellfrogMedium)
+ public static IBaseAction HellfrogMedium { get; } = new BaseAction(ActionID.HellFrogMedium)
{
ActionCheck = Bunshin.ActionCheck,
};
@@ -220,7 +220,7 @@ internal NinAction(ActionID actionID, params IBaseAction[] ninjutsus)
///
/// 梦幻三段
///
- public static IBaseAction DreamWithinaDream { get; } = new BaseAction(ActionID.DreamWithinaDream);
+ public static IBaseAction DreamWithinaDream { get; } = new BaseAction(ActionID.DreamWithInADream);
///
/// 风魔手里剑天
diff --git a/RotationSolver.Basic/Rotations/Basic/PLD_Base.cs b/RotationSolver.Basic/Rotations/Basic/PLD_Base.cs
index 0a199b0bc..a0e89bf9e 100644
--- a/RotationSolver.Basic/Rotations/Basic/PLD_Base.cs
+++ b/RotationSolver.Basic/Rotations/Basic/PLD_Base.cs
@@ -59,7 +59,7 @@ public abstract class PLD_Base : CustomRotation
///
/// սŮ��֮ŭ(��Ȩ��)
///
- public static IBaseAction RageofHalone { get; } = new BaseAction(ActionID.RageofHalone);
+ public static IBaseAction RageofHalone { get; } = new BaseAction(ActionID.RageOfHalone);
///
/// Ͷ��
@@ -72,7 +72,7 @@ public abstract class PLD_Base : CustomRotation
///
/// ս�ӷ�Ӧ
///
- public static IBaseAction FightorFlight { get; } = new BaseAction(ActionID.FightorFlight, true);
+ public static IBaseAction FightorFlight { get; } = new BaseAction(ActionID.FightOrFlight, true);
///
/// ȫʴն
@@ -96,7 +96,7 @@ public abstract class PLD_Base : CustomRotation
///
/// ������ת
///
- public static IBaseAction CircleofScorn { get; } = new BaseAction(ActionID.CircleofScorn);
+ public static IBaseAction CircleofScorn { get; } = new BaseAction(ActionID.CircleOfScorn);
///
/// ���֮��
@@ -170,7 +170,7 @@ public abstract class PLD_Base : CustomRotation
///
/// ��װ����
///
- public static IBaseAction PassageofArms { get; } = new BaseAction(ActionID.PassageofArms, true, isTimeline: true);
+ public static IBaseAction PassageofArms { get; } = new BaseAction(ActionID.PassageOfArms, true, isTimeline: true);
///
/// ����
diff --git a/RotationSolver.Basic/Rotations/Basic/RDM_Base.cs b/RotationSolver.Basic/Rotations/Basic/RDM_Base.cs
index a1b63e59a..eaaf7fcb5 100644
--- a/RotationSolver.Basic/Rotations/Basic/RDM_Base.cs
+++ b/RotationSolver.Basic/Rotations/Basic/RDM_Base.cs
@@ -67,7 +67,7 @@ public abstract class RDM_Base : CustomRotation
///
/// �̱����
///
- public static IBaseAction CorpsAcorps { get; } = new BaseAction(ActionID.CorpsAcorps, shouldEndSpecial: true)
+ public static IBaseAction CorpsAcorps { get; } = new BaseAction(ActionID.CorpsACorps, shouldEndSpecial: true)
{
ChoiceTarget = TargetFilter.FindTargetForMoving,
};
@@ -228,7 +228,7 @@ protected sealed override bool HealSingleGCD(out IAction act)
return false;
}
- [RotationDesc(ActionID.CorpsAcorps)]
+ [RotationDesc(ActionID.CorpsACorps)]
protected sealed override bool MoveForwardAbility(byte abilitiesRemaining, out IAction act, bool recordTarget = true)
{
if (CorpsAcorps.CanUse(out act, emptyOrSkipCombo: true, recordTarget: recordTarget)) return true;
diff --git a/RotationSolver.Basic/Rotations/Basic/RPR_Base.cs b/RotationSolver.Basic/Rotations/Basic/RPR_Base.cs
index 188a80b32..f9dfec42c 100644
--- a/RotationSolver.Basic/Rotations/Basic/RPR_Base.cs
+++ b/RotationSolver.Basic/Rotations/Basic/RPR_Base.cs
@@ -80,7 +80,7 @@ internal PRPAction(ActionID actionID, bool isFriendly = false, bool shouldEndSpe
///
/// 死亡之影
///
- public static IBaseAction ShadowofDeath { get; } = new BaseAction(ActionID.ShadowofDeath, isEot: true)
+ public static IBaseAction ShadowofDeath { get; } = new BaseAction(ActionID.ShadowOfDeath, isEot: true)
{
TargetStatus = new[] { StatusID.DeathsDesign },
ActionCheck = b => !SoulReaver,
@@ -114,7 +114,7 @@ internal PRPAction(ActionID actionID, bool isFriendly = false, bool shouldEndSpe
///
/// 死亡之涡
///
- public static IBaseAction WhorlofDeath { get; } = new BaseAction(ActionID.WhorlofDeath, isEot: true)
+ public static IBaseAction WhorlofDeath { get; } = new BaseAction(ActionID.WhorlOfDeath, isEot: true)
{
TargetStatus = new[] { StatusID.DeathsDesign },
ActionCheck = ShadowofDeath.ActionCheck,
@@ -187,7 +187,7 @@ internal PRPAction(ActionID actionID, bool isFriendly = false, bool shouldEndSpe
///
public static IBaseAction ArcaneCircle { get; } = new BaseAction(ActionID.ArcaneCircle, true)
{
- StatusProvide = new[] { StatusID.CircleofSacrifice, StatusID.BloodsownCircle }
+ StatusProvide = new[] { StatusID.CircleOfSacrifice, StatusID.BloodSownCircle }
};
///
@@ -196,7 +196,7 @@ internal PRPAction(ActionID actionID, bool isFriendly = false, bool shouldEndSpe
public static IBaseAction PlentifulHarvest { get; } = new BaseAction(ActionID.PlentifulHarvest)
{
StatusNeed = new[] { StatusID.ImmortalSacrifice },
- ActionCheck = b => !Player.HasStatus(true, StatusID.BloodsownCircle)
+ ActionCheck = b => !Player.HasStatus(true, StatusID.BloodSownCircle)
};
#endregion
#region 蓝条50附体
@@ -291,9 +291,9 @@ internal PRPAction(ActionID actionID, bool isFriendly = false, bool shouldEndSpe
///
/// 播魂种
///
- public static IBaseAction Soulsow { get; } = new BaseAction(ActionID.Soulsow)
+ public static IBaseAction Soulsow { get; } = new BaseAction(ActionID.SoulSow)
{
- StatusProvide = new[] { StatusID.Soulsow },
+ StatusProvide = new[] { StatusID.SoulSow },
ActionCheck = b => !InCombat,
};
@@ -302,7 +302,7 @@ internal PRPAction(ActionID actionID, bool isFriendly = false, bool shouldEndSpe
///
public static IBaseAction HarvestMoon { get; } = new BaseAction(ActionID.HarvestMoon)
{
- StatusNeed = new[] { StatusID.Soulsow },
+ StatusNeed = new[] { StatusID.SoulSow },
};
///
diff --git a/RotationSolver.Basic/Rotations/Basic/SCH_Base.cs b/RotationSolver.Basic/Rotations/Basic/SCH_Base.cs
index 5a8657476..c56ce46a2 100644
--- a/RotationSolver.Basic/Rotations/Basic/SCH_Base.cs
+++ b/RotationSolver.Basic/Rotations/Basic/SCH_Base.cs
@@ -136,7 +136,7 @@ public abstract class SCH_Base : CustomRotation
///
/// 破阵法
///
- public static IBaseAction ArtofWar { get; } = new BaseAction(ActionID.ArtofWar);//裂阵法 25866
+ public static IBaseAction ArtofWar { get; } = new BaseAction(ActionID.ArtOfWar);//裂阵法 25866
#endregion
#region 仙女
///
diff --git a/RotationSolver.Basic/Rotations/Basic/SMN_Base.cs b/RotationSolver.Basic/Rotations/Basic/SMN_Base.cs
index ed6dc2161..483b11b94 100644
--- a/RotationSolver.Basic/Rotations/Basic/SMN_Base.cs
+++ b/RotationSolver.Basic/Rotations/Basic/SMN_Base.cs
@@ -56,7 +56,7 @@ protected static bool SummonTimeEndAfter(float time)
///
/// 龙神附体状态
///
- protected static bool InBahamut => Service.GetAdjustedActionId(ActionID.AstralFlow) == ActionID.Deathflare;
+ protected static bool InBahamut => Service.GetAdjustedActionId(ActionID.AstralFlow) == ActionID.DeathFlare;
///
/// 不死鸟附体状态
@@ -148,7 +148,7 @@ protected static bool SummonTimeEndAfter(float time)
///
/// 以太蓄能 龙神附体
///
- public static IBaseAction Aethercharge { get; } = new BaseAction(ActionID.Aethercharge)
+ public static IBaseAction Aethercharge { get; } = new BaseAction(ActionID.AetherCharge)
{
ActionCheck = b => InCombat && HaveSummon
};
@@ -173,7 +173,7 @@ protected static bool SummonTimeEndAfter(float time)
///
/// 死星核爆
///
- public static IBaseAction Deathflare { get; } = new BaseAction(ActionID.Deathflare)
+ public static IBaseAction Deathflare { get; } = new BaseAction(ActionID.DeathFlare)
{
ActionCheck = b => InBahamut,
};
@@ -283,7 +283,7 @@ protected static bool SummonTimeEndAfter(float time)
///
/// 痛苦核爆
///
- public static IBaseAction Painflare { get; } = new BaseAction(ActionID.Painflare)
+ public static IBaseAction Painflare { get; } = new BaseAction(ActionID.PainFlare)
{
ActionCheck = b => HasAetherflowStacks
};
diff --git a/RotationSolver.Basic/Rotations/Basic/WAR_Base.cs b/RotationSolver.Basic/Rotations/Basic/WAR_Base.cs
index 3d7c579e9..f9514fd10 100644
--- a/RotationSolver.Basic/Rotations/Basic/WAR_Base.cs
+++ b/RotationSolver.Basic/Rotations/Basic/WAR_Base.cs
@@ -128,7 +128,7 @@ public abstract class WAR_Base : CustomRotation
///
/// ս��
///
- public static IBaseAction ThrillofBattle { get; } = new BaseAction(ActionID.ThrillofBattle, true, isTimeline: true);
+ public static IBaseAction ThrillofBattle { get; } = new BaseAction(ActionID.ThrillOfBattle, true, isTimeline: true);
///
/// ̩Ȼ����
diff --git a/RotationSolver.Basic/Rotations/Basic/WHM_Base.cs b/RotationSolver.Basic/Rotations/Basic/WHM_Base.cs
index 8ec8cc6e8..3b035051c 100644
--- a/RotationSolver.Basic/Rotations/Basic/WHM_Base.cs
+++ b/RotationSolver.Basic/Rotations/Basic/WHM_Base.cs
@@ -142,7 +142,7 @@ protected static bool LilyAfterGCD(uint gctCount = 0, uint abilityCount = 0)
///
/// 礼仪之铃
///
- public static IBaseAction LiturgyoftheBell { get; } = new BaseAction(ActionID.LiturgyoftheBell, true, isTimeline: true);
+ public static IBaseAction LiturgyoftheBell { get; } = new BaseAction(ActionID.LiturgyOfTheBell, true, isTimeline: true);
#endregion
#region 输出
///
diff --git a/RotationSolver.Basic/Rotations/CustomRotation_Actions.cs b/RotationSolver.Basic/Rotations/CustomRotation_Actions.cs
index 143cd0dd4..456b0aee8 100644
--- a/RotationSolver.Basic/Rotations/CustomRotation_Actions.cs
+++ b/RotationSolver.Basic/Rotations/CustomRotation_Actions.cs
@@ -33,13 +33,13 @@ internal RoleAction(ActionID actionID, JobRole[] roles, bool isFriendly = false,
///
/// 即刻咏唱
///
- public static IBaseAction Swiftcast { get; } = new RoleAction(ActionID.Swiftcast, new JobRole[] { JobRole.RangedMagical, JobRole.Healer }, true)
+ public static IBaseAction Swiftcast { get; } = new RoleAction(ActionID.SwiftCast, new JobRole[] { JobRole.RangedMagical, JobRole.Healer }, true)
{
StatusProvide = new StatusID[]
{
- StatusID.Swiftcast,
- StatusID.Triplecast,
- StatusID.Dualcast,
+ StatusID.SwiftCast,
+ StatusID.TripleCast,
+ StatusID.DualCast,
}
};
@@ -102,10 +102,10 @@ internal RoleAction(ActionID actionID, JobRole[] roles, bool isFriendly = false,
{
StatusProvide = new StatusID[]
{
- StatusID.Superbolide, StatusID.HallowedGround,
+ StatusID.SuperBolide, StatusID.HallowedGround,
StatusID.Rampart, StatusID.Bulwark,
//原初的直觉和血气
- StatusID.RawIntuition, StatusID.Bloodwhetting,
+ StatusID.RawIntuition, StatusID.BloodWhetting,
//复仇
StatusID.Vengeance,
//预警
@@ -198,7 +198,7 @@ internal RoleAction(ActionID actionID, JobRole[] roles, bool isFriendly = false,
///
/// 沉稳咏唱
///
- public static IBaseAction SureCast { get; } = new RoleAction(ActionID.Surecast,
+ public static IBaseAction SureCast { get; } = new RoleAction(ActionID.SureCast,
new JobRole[] { JobRole.RangedMagical, JobRole.Healer }, true, shouldEndSpecial: true);
///
diff --git a/RotationSolver.Default/Healer/SCH_Default.cs b/RotationSolver.Default/Healer/SCH_Default.cs
index 38c8ed9a2..27458a345 100644
--- a/RotationSolver.Default/Healer/SCH_Default.cs
+++ b/RotationSolver.Default/Healer/SCH_Default.cs
@@ -121,7 +121,7 @@ protected override bool HealAreaGCD(out IAction act)
protected override bool HealAreaAbility(byte abilitiesRemaining, out IAction act)
{
//慰藉
- if(WhisperingDawn.ElapsedAfterGCD(1) || FeyIllumination.ElapsedAfterGCD(1) || FeyBlessing.ElapsedAfterGCD(1))
+ if(WhisperingDawn.ElapsedOneChargeAfterGCD(1) || FeyIllumination.ElapsedOneChargeAfterGCD(1) || FeyBlessing.ElapsedOneChargeAfterGCD(1))
{
if (SummonSeraph.CanUse(out act)) return true;
}
@@ -162,7 +162,7 @@ protected override bool DefenseAreaAbility(byte abilitiesRemaining, out IAction
//慰藉
- if (WhisperingDawn.ElapsedAfterGCD(1) || FeyIllumination.ElapsedAfterGCD(1) || FeyBlessing.ElapsedAfterGCD(1))
+ if (WhisperingDawn.ElapsedOneChargeAfterGCD(1) || FeyIllumination.ElapsedOneChargeAfterGCD(1) || FeyBlessing.ElapsedOneChargeAfterGCD(1))
{
if (SummonSeraph.CanUse(out act)) return true;
}
diff --git a/RotationSolver.Default/Healer/WHM_Default.cs b/RotationSolver.Default/Healer/WHM_Default.cs
index 3e85d63d2..8168a46ea 100644
--- a/RotationSolver.Default/Healer/WHM_Default.cs
+++ b/RotationSolver.Default/Healer/WHM_Default.cs
@@ -147,7 +147,7 @@ protected override bool DefenseSingleAbility(byte abilitiesRemaining, out IActio
return false;
}
- [RotationDesc(ActionID.Temperance, ActionID.LiturgyoftheBell)]
+ [RotationDesc(ActionID.Temperance, ActionID.LiturgyOfTheBell)]
protected override bool DefenseAreaAbility(byte abilitiesRemaining, out IAction act)
{
//节制
diff --git a/RotationSolver.Default/Magical/BLM_Default.cs b/RotationSolver.Default/Magical/BLM_Default.cs
index 419a6b4ae..39be7b157 100644
--- a/RotationSolver.Default/Magical/BLM_Default.cs
+++ b/RotationSolver.Default/Magical/BLM_Default.cs
@@ -354,7 +354,7 @@ private bool MaintainStatus(out IAction act)
return false;
}
- [RotationDesc(ActionID.BetweenTheLines, ActionID.Leylines)]
+ [RotationDesc(ActionID.BetweenTheLines, ActionID.LeyLines)]
protected override bool HealSingleAbility(byte abilitiesRemaining, out IAction act)
{
if (BetweenTheLines.CanUse(out act)) return true;
diff --git a/RotationSolver.Default/Magical/BLU_Default.cs b/RotationSolver.Default/Magical/BLU_Default.cs
index 905430443..c5883be39 100644
--- a/RotationSolver.Default/Magical/BLU_Default.cs
+++ b/RotationSolver.Default/Magical/BLU_Default.cs
@@ -64,7 +64,7 @@ protected override bool GeneralGCD(out IAction act)
//狂战士副作用期间
if (Player.HasStatus(true, StatusID.WaningNocturne)) return false;
//鬼宿脚
- if (PhantomFlurry.IsCoolingDown && !PhantomFlurry.ElapsedAfter(1) || Player.HasStatus(true, StatusID.PhantomFlurry))
+ if (PhantomFlurry.IsCoolingDown && !PhantomFlurry.ElapsedOneChargeAfter(1) || Player.HasStatus(true, StatusID.PhantomFlurry))
{
if (!Player.WillStatusEnd(0.1f, true, StatusID.PhantomFlurry) && Player.WillStatusEnd(1, true, StatusID.PhantomFlurry) && PhantomFlurry2.CanUse(out act, mustUse: true)) return true;
return false;
diff --git a/RotationSolver.Default/Magical/RDM_Default.cs b/RotationSolver.Default/Magical/RDM_Default.cs
index 1e1f33c46..a692965fb 100644
--- a/RotationSolver.Default/Magical/RDM_Default.cs
+++ b/RotationSolver.Default/Magical/RDM_Default.cs
@@ -48,9 +48,9 @@ protected override IAction CountDownAction(float remainTime)
&& Verthunder.CanUse(out var act)) return act;
//Remove Swift
- StatusHelper.StatusOff(StatusID.Dualcast);
+ StatusHelper.StatusOff(StatusID.DualCast);
StatusHelper.StatusOff(StatusID.Acceleration);
- StatusHelper.StatusOff(StatusID.Swiftcast);
+ StatusHelper.StatusOff(StatusID.SwiftCast);
return base.CountDownAction(remainTime);
}
diff --git a/RotationSolver.Default/Magical/SMN_Default.cs b/RotationSolver.Default/Magical/SMN_Default.cs
index 885ce44aa..10ccd5759 100644
--- a/RotationSolver.Default/Magical/SMN_Default.cs
+++ b/RotationSolver.Default/Magical/SMN_Default.cs
@@ -50,7 +50,7 @@ protected override bool GeneralGCD(out IAction act)
//毁4
if (IsMoving && (Player.HasStatus(true, StatusID.GarudasFavor) || InIfrit)
- && !Player.HasStatus(true, StatusID.Swiftcast) && !InBahamut && !InPhoenix
+ && !Player.HasStatus(true, StatusID.SwiftCast) && !InBahamut && !InPhoenix
&& RuinIV.CanUse(out act, mustUse: true)) return true;
//召唤蛮神
@@ -84,7 +84,7 @@ protected override bool GeneralGCD(out IAction act)
break;
}
if (SummonTimerRemaining == 0 && AttunmentTimerRemaining == 0 &&
- !Player.HasStatus(true, StatusID.Swiftcast) && !InBahamut && !InPhoenix &&
+ !Player.HasStatus(true, StatusID.SwiftCast) && !InBahamut && !InPhoenix &&
RuinIV.CanUse(out act, mustUse: true)) return true;
//迸裂三灾
if (Outburst.CanUse(out act)) return true;
@@ -103,19 +103,19 @@ protected override bool AttackAbility(byte abilitiesRemaining, out IAction act)
}
//龙神不死鸟迸发
- if ((InBahamut && SummonBahamut.ElapsedAfterGCD(3) || InPhoenix || IsTargetBoss && IsTargetDying) && EnkindleBahamut.CanUse(out act, mustUse: true)) return true;
+ if ((InBahamut && SummonBahamut.ElapsedOneChargeAfterGCD(3) || InPhoenix || IsTargetBoss && IsTargetDying) && EnkindleBahamut.CanUse(out act, mustUse: true)) return true;
//死星核爆
- if ((SummonBahamut.ElapsedAfterGCD(3) || IsTargetBoss && IsTargetDying) && Deathflare.CanUse(out act, mustUse: true)) return true;
+ if ((SummonBahamut.ElapsedOneChargeAfterGCD(3) || IsTargetBoss && IsTargetDying) && Deathflare.CanUse(out act, mustUse: true)) return true;
//苏生之炎
if (Rekindle.CanUse(out act, mustUse: true)) return true;
//山崩
if (MountainBuster.CanUse(out act, mustUse: true)) return true;
//痛苦核爆
- if ((Player.HasStatus(false, StatusID.SearingLight) && InBahamut && (SummonBahamut.ElapsedAfterGCD(3) || !EnergyDrain.IsCoolingDown) ||
+ if ((Player.HasStatus(false, StatusID.SearingLight) && InBahamut && (SummonBahamut.ElapsedOneChargeAfterGCD(3) || !EnergyDrain.IsCoolingDown) ||
!SearingLight.EnoughLevel || IsTargetBoss && IsTargetDying) && Painflare.CanUse(out act)) return true;
//溃烂爆发
- if ((Player.HasStatus(false, StatusID.SearingLight) && InBahamut && (SummonBahamut.ElapsedAfterGCD(3) || !EnergyDrain.IsCoolingDown) ||
+ if ((Player.HasStatus(false, StatusID.SearingLight) && InBahamut && (SummonBahamut.ElapsedOneChargeAfterGCD(3) || !EnergyDrain.IsCoolingDown) ||
!SearingLight.EnoughLevel || IsTargetBoss && IsTargetDying) && Fester.CanUse(out act)) return true;
//能量抽取
diff --git a/RotationSolver.Default/Melee/DRG_Default.cs b/RotationSolver.Default/Melee/DRG_Default.cs
index 3f5efe08e..f9d5a2948 100644
--- a/RotationSolver.Default/Melee/DRG_Default.cs
+++ b/RotationSolver.Default/Melee/DRG_Default.cs
@@ -14,7 +14,7 @@ protected override IRotationConfigSet CreateConfiguration()
.SetBool("DRG_SafeMove", true, "Moving save");
}
- [RotationDesc(ActionID.SpineshatterDive, ActionID.DragonfireDive)]
+ [RotationDesc(ActionID.SpineShatterDive, ActionID.DragonFireDive)]
protected override bool MoveForwardAbility(byte abilityRemain, out IAction act, bool recordTarget = true)
{
if (abilityRemain > 1)
@@ -78,7 +78,7 @@ protected override bool AttackAbility(byte abilitiesRemaining, out IAction act)
//�����
if (SpineshatterDive.CanUse(out act, emptyOrSkipCombo: true))
{
- if (Player.HasStatus(true, StatusID.LanceCharge) && LanceCharge.ElapsedAfterGCD(3)) return true;
+ if (Player.HasStatus(true, StatusID.LanceCharge) && LanceCharge.ElapsedOneChargeAfterGCD(3)) return true;
}
if (Player.HasStatus(true, StatusID.PowerSurge) && SpineshatterDive.CurrentCharges != 1 && SpineshatterDive.CanUse(out act)) return true;
@@ -88,7 +88,7 @@ protected override bool AttackAbility(byte abilitiesRemaining, out IAction act)
//���׳�
if (DragonfireDive.CanUse(out act, mustUse: true))
{
- if (Player.HasStatus(true, StatusID.LanceCharge) && LanceCharge.ElapsedAfterGCD(3)) return true;
+ if (Player.HasStatus(true, StatusID.LanceCharge) && LanceCharge.ElapsedOneChargeAfterGCD(3)) return true;
}
//�����㾦
diff --git a/RotationSolver.Default/Melee/MNK_Default.cs b/RotationSolver.Default/Melee/MNK_Default.cs
index 52259f7b2..8bc027dd7 100644
--- a/RotationSolver.Default/Melee/MNK_Default.cs
+++ b/RotationSolver.Default/Melee/MNK_Default.cs
@@ -1,6 +1,6 @@
namespace RotationSolver.Default.Melee;
-[RotationDesc(ActionID.RiddleofFire)]
+[RotationDesc(ActionID.RiddleOfFire)]
[SourceCode("https://github.com/ArchiDog1998/RotationSolver/blob/main/RotationSolver.Default/Melee/MNK_Default.cs")]
[LinkDescription("https://i.imgur.com/C5lQhpe.png")]
public sealed class MNK_Default : MNK_Base
diff --git a/RotationSolver.Default/Melee/RPR_Default.cs b/RotationSolver.Default/Melee/RPR_Default.cs
index 4bd0b8dfc..dca1918fc 100644
--- a/RotationSolver.Default/Melee/RPR_Default.cs
+++ b/RotationSolver.Default/Melee/RPR_Default.cs
@@ -153,12 +153,12 @@ protected override bool AttackAbility(byte abilitiesRemaining, out IAction act)
//暴食
//大丰收期间延后暴食
- if (PlentifulHarvest.EnoughLevel && !Player.HasStatus(true, StatusID.ImmortalSacrifice) && !Player.HasStatus(true, StatusID.BloodsownCircle) || !PlentifulHarvest.EnoughLevel)
+ if (PlentifulHarvest.EnoughLevel && !Player.HasStatus(true, StatusID.ImmortalSacrifice) && !Player.HasStatus(true, StatusID.BloodSownCircle) || !PlentifulHarvest.EnoughLevel)
{
if (Gluttony.CanUse(out act, mustUse: true)) return true;
}
- if (!Player.HasStatus(true, StatusID.BloodsownCircle) && !Player.HasStatus(true, StatusID.ImmortalSacrifice) && (Gluttony.EnoughLevel && !Gluttony.WillHaveOneChargeGCD(4) || !Gluttony.EnoughLevel || Soul == 100))
+ if (!Player.HasStatus(true, StatusID.BloodSownCircle) && !Player.HasStatus(true, StatusID.ImmortalSacrifice) && (Gluttony.EnoughLevel && !Gluttony.WillHaveOneChargeGCD(4) || !Gluttony.EnoughLevel || Soul == 100))
{
//AOE
if (GrimSwathe.CanUse(out act)) return true;
diff --git a/RotationSolver.Default/Ranged/BRD_Default.cs b/RotationSolver.Default/Ranged/BRD_Default.cs
index e324a741b..d57989f47 100644
--- a/RotationSolver.Default/Ranged/BRD_Default.cs
+++ b/RotationSolver.Default/Ranged/BRD_Default.cs
@@ -102,7 +102,7 @@ protected override bool AttackAbility(byte abilitiesRemaining, out IAction act)
//光明神的最终乐章
if (RadiantFinale.CanUse(out act, mustUse: true))
{
- if (Player.HasStatus(true, StatusID.RagingStrikes) && RagingStrikes.ElapsedAfterGCD(1)) return true;
+ if (Player.HasStatus(true, StatusID.RagingStrikes) && RagingStrikes.ElapsedOneChargeAfterGCD(1)) return true;
}
//战斗之声
@@ -110,7 +110,7 @@ protected override bool AttackAbility(byte abilitiesRemaining, out IAction act)
{
if (IsLastAction(true, RadiantFinale)) return true;
- if (Player.HasStatus(true, StatusID.RagingStrikes) && RagingStrikes.ElapsedAfterGCD(1)) return true;
+ if (Player.HasStatus(true, StatusID.RagingStrikes) && RagingStrikes.ElapsedOneChargeAfterGCD(1)) return true;
}
}
diff --git a/RotationSolver.Default/Ranged/MCH_Default.cs b/RotationSolver.Default/Ranged/MCH_Default.cs
index 005d0cdb4..93e00564f 100644
--- a/RotationSolver.Default/Ranged/MCH_Default.cs
+++ b/RotationSolver.Default/Ranged/MCH_Default.cs
@@ -48,8 +48,8 @@ protected override bool GeneralGCD(out IAction act)
{
if (Player.HasStatus(true, StatusID.Reassemble)) return true;
if (!Configs.GetBool("MCH_Opener") || Wildfire.IsCoolingDown) return true;
- if (AirAnchor.IsCoolingDown && AirAnchor.ElapsedAfterGCD(4) && Drill.IsCoolingDown && Drill.ElapsedAfterGCD(3)) return true;
- if (AirAnchor.IsCoolingDown && AirAnchor.ElapsedAfterGCD(3) && Drill.IsCoolingDown && Drill.ElapsedAfterGCD(4)) return true;
+ if (AirAnchor.IsCoolingDown && AirAnchor.ElapsedOneChargeAfterGCD(4) && Drill.IsCoolingDown && Drill.ElapsedOneChargeAfterGCD(3)) return true;
+ if (AirAnchor.IsCoolingDown && AirAnchor.ElapsedOneChargeAfterGCD(3) && Drill.IsCoolingDown && Drill.ElapsedOneChargeAfterGCD(4)) return true;
}
}
@@ -222,7 +222,7 @@ private bool CanUseRookAutoturret(out IAction act)
//机器人吃团辅判断
if (AirAnchor.IsCoolingDown && AirAnchor.WillHaveOneChargeGCD() && Battery > 80) return true;
- if (ChainSaw.WillHaveOneCharge(4) || ChainSaw.IsCoolingDown && !ChainSaw.ElapsedAfterGCD(3) && Battery <= 60) return true;
+ if (ChainSaw.WillHaveOneCharge(4) || ChainSaw.IsCoolingDown && !ChainSaw.ElapsedOneChargeAfterGCD(3) && Battery <= 60) return true;
return false;
}
diff --git a/RotationSolver.Default/Tank/DRK_Default.cs b/RotationSolver.Default/Tank/DRK_Default.cs
index 1fdb55810..0115b0cd4 100644
--- a/RotationSolver.Default/Tank/DRK_Default.cs
+++ b/RotationSolver.Default/Tank/DRK_Default.cs
@@ -11,7 +11,7 @@ public sealed class DRK_Default : DRK_Base
protected override bool CanHealSingleAbility => false;
- private static bool InDeliruim => !Delirium.EnoughLevel || Delirium.IsCoolingDown && Delirium.ElapsedAfterGCD(1) && !Delirium.ElapsedAfterGCD(7);
+ private static bool InDeliruim => !Delirium.EnoughLevel || Delirium.IsCoolingDown && Delirium.ElapsedOneChargeAfterGCD(1) && !Delirium.ElapsedOneChargeAfterGCD(7);
private static bool CombatLess => CombatElapsedLess(3);
diff --git a/RotationSolver.Default/Tank/GNB_Default.cs b/RotationSolver.Default/Tank/GNB_Default.cs
index 01a3cf1fc..80204b8d4 100644
--- a/RotationSolver.Default/Tank/GNB_Default.cs
+++ b/RotationSolver.Default/Tank/GNB_Default.cs
@@ -87,7 +87,7 @@ protected override bool AttackAbility(byte abilitiesRemaining, out IAction act)
return false;
}
- [RotationDesc(ActionID.HeartofLight, ActionID.Reprisal)]
+ [RotationDesc(ActionID.HeartOfLight, ActionID.Reprisal)]
protected override bool DefenseAreaAbility(byte abilitiesRemaining, out IAction act)
{
if (HeartofLight.CanUse(out act, emptyOrSkipCombo: true)) return true;
@@ -95,7 +95,7 @@ protected override bool DefenseAreaAbility(byte abilitiesRemaining, out IAction
return false;
}
- [RotationDesc(ActionID.HeartofStone, ActionID.Nebula, ActionID.Rampart, ActionID.Camouflage, ActionID.Reprisal)]
+ [RotationDesc(ActionID.HeartOfStone, ActionID.Nebula, ActionID.Rampart, ActionID.Camouflage, ActionID.Reprisal)]
protected override bool DefenseSingleAbility(byte abilitiesRemaining, out IAction act)
{
if (abilitiesRemaining == 2)
diff --git a/RotationSolver.Default/Tank/PLD_Default.cs b/RotationSolver.Default/Tank/PLD_Default.cs
index 483cf3cc3..85a6f44b9 100644
--- a/RotationSolver.Default/Tank/PLD_Default.cs
+++ b/RotationSolver.Default/Tank/PLD_Default.cs
@@ -3,7 +3,7 @@ namespace RotationSolver.Default.Tank;
[LinkDescription("https://xiv.sleepyshiba.com/pld/img/63-60stentative2.png")]
[RotationDesc("The whole rotation's burst\nis base on:")]
-[RotationDesc(ActionID.FightorFlight)]
+[RotationDesc(ActionID.FightOrFlight)]
[SourceCode("https://github.com/ArchiDog1998/RotationSolver/blob/main/RotationSolver.Default/Tank/PLD_Default.cs")]
public class PLD_Default : PLD_Base
{
@@ -106,7 +106,7 @@ protected override bool DefenseAreaAbility(byte abilitiesRemaining, out IAction
return false;
}
- [RotationDesc(ActionID.PassageofArms)]
+ [RotationDesc(ActionID.PassageOfArms)]
protected override bool HealAreaAbility(byte abilitiesRemaining, out IAction act)
{
if (PassageofArms.CanUse(out act)) return true;
diff --git a/RotationSolver.Old/Melee/MNK_Old.cs b/RotationSolver.Old/Melee/MNK_Old.cs
index f2778bbd2..f0db3ce34 100644
--- a/RotationSolver.Old/Melee/MNK_Old.cs
+++ b/RotationSolver.Old/Melee/MNK_Old.cs
@@ -1,6 +1,6 @@
namespace RotationSolver.Old.Melee;
-[RotationDesc(ActionID.RiddleofFire)]
+[RotationDesc(ActionID.RiddleOfFire)]
[SourceCode("https://github.com/ArchiDog1998/RotationSolver/blob/main/RotationSolver.Old/Melee/MNK_Old.cs")]
public sealed class MNK_Old : MNK_Base
{
diff --git a/RotationSolver/Timeline/ActionCondition.cs b/RotationSolver/Timeline/ActionCondition.cs
index 38cd67ef5..6cc6a7250 100644
--- a/RotationSolver/Timeline/ActionCondition.cs
+++ b/RotationSolver/Timeline/ActionCondition.cs
@@ -33,11 +33,11 @@ public bool IsTrue(ICustomRotation combo)
switch (ActionConditonType)
{
case ActionConditonType.Elapsed:
- result = _action.ElapsedAfter(Time); // Bigger
+ result = _action.ElapsedOneChargeAfter(Time); // Bigger
break;
case ActionConditonType.ElapsedGCD:
- result = _action.ElapsedAfterGCD((uint)Param1, (uint)Param2); // Bigger
+ result = _action.ElapsedOneChargeAfterGCD((uint)Param1, (uint)Param2); // Bigger
break;
case ActionConditonType.Remain: