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Merge pull request #481 from FFXIV-CombatReborn/mergeWIP
shadow lord tower fix, merge vbm
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Original file line number | Diff line number | Diff line change |
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namespace BossMod.Dawntrail.Ultimate.FRU; | ||
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class P1BrightfireSmall(BossModule module) : Components.SelfTargetedAOEs(module, ActionID.MakeSpell(AID.BrightfireSmall), new AOEShapeCircle(5)); | ||
class P1BrightfireLarge(BossModule module) : Components.SelfTargetedAOEs(module, ActionID.MakeSpell(AID.BrightfireLarge), new AOEShapeCircle(10)); | ||
class P2QuadrupleSlap(BossModule module) : Components.TankSwap(module, ActionID.MakeSpell(AID.QuadrupleSlapFirst), ActionID.MakeSpell(AID.QuadrupleSlapFirst), ActionID.MakeSpell(AID.QuadrupleSlapSecond), 4.1f, null, true); | ||
class P2CrystalOfLight(BossModule module) : Components.Adds(module, (uint)OID.CrystalOfLight); | ||
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[ModuleInfo(BossModuleInfo.Maturity.WIP, GroupType = BossModuleInfo.GroupType.CFC, GroupID = 1006, NameID = 9707, PlanLevel = 100)] | ||
public class FRU(WorldState ws, Actor primary) : BossModule(ws, primary, new(100, 100), new ArenaBoundsCircle(20)) | ||
{ | ||
private Actor? _bossP2; | ||
private Actor? _iceVeil; | ||
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public Actor? BossP1() => PrimaryActor; | ||
public Actor? BossP2() => _bossP2; | ||
public Actor? IceVeil() => _iceVeil; | ||
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protected override void UpdateModule() | ||
{ | ||
// TODO: this is an ugly hack, think how multi-actor fights can be implemented without it... | ||
// the problem is that on wipe, any actor can be deleted and recreated in the same frame | ||
_bossP2 ??= StateMachine.ActivePhaseIndex == 1 ? Enemies(OID.BossP2).FirstOrDefault() : null; | ||
_iceVeil ??= StateMachine.ActivePhaseIndex == 1 ? Enemies(OID.IceVeil).FirstOrDefault() : null; | ||
} | ||
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protected override void DrawEnemies(int pcSlot, Actor pc) | ||
{ | ||
Arena.Actor(PrimaryActor); | ||
Arena.Actor(_bossP2); | ||
Arena.Actor(_iceVeil); | ||
} | ||
} |
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Original file line number | Diff line number | Diff line change |
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namespace BossMod.Dawntrail.Ultimate.FRU; | ||
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[ConfigDisplay(Order = 0x200, Parent = typeof(DawntrailConfig))] | ||
public class FRUConfig() : ConfigNode() | ||
{ | ||
// TODO: fixed tethers option | ||
[PropertyDisplay("P1 Bound of Faith (light party tethers): group assignments & flex priority (lower number flexes)")] | ||
[GroupDetails(["N prio 1", "N prio 2", "N prio 3", "N prio 4", "S prio 1", "S prio 2", "S prio 3", "S prio 4"])] | ||
[GroupPreset("Supports N, DD S", [0, 1, 2, 3, 4, 5, 6, 7])] | ||
public GroupAssignmentUnique P1BoundOfFaithAssignment = GroupAssignmentUnique.DefaultRoles(); | ||
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[PropertyDisplay("P1 Fall of Faith (cone tethers) : conga priority (two people without tethers with lower priorities join odd group)")] | ||
[GroupDetails(["1", "2", "3", "4", "5", "6", "7", "8"])] | ||
[GroupPreset("TTHHMMRR", [0, 1, 2, 3, 4, 5, 6, 7])] | ||
[GroupPreset("RHMTTMHR", [3, 4, 1, 6, 2, 5, 0, 7])] | ||
public GroupAssignmentUnique P1FallOfFaithAssignment = GroupAssignmentUnique.DefaultRoles(); | ||
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[PropertyDisplay("P1 Fall of Faith (cone tethers): odd groups go W (rather than N)")] | ||
public bool P1FallOfFaithEW = false; | ||
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[PropertyDisplay("P1 Explosions: tower fill priority (lower number goes north)")] | ||
[GroupDetails(["MT (ignore)", "OT (ignore)", "Fixed N", "Fixed Center", "Fixed S", "Flex 1", "Flex 2", "Flex 3"])] | ||
[GroupPreset("H1-R2-H2 fixed, M1-M2-R1 flex", [0, 1, 2, 4, 5, 6, 7, 3])] | ||
public GroupAssignmentUnique P1ExplosionsAssignment = GroupAssignmentUnique.DefaultRoles(); | ||
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[PropertyDisplay("P2 Diamond Dust: cardinal assignments")] | ||
[GroupDetails(["Support N", "Support E", "Support S", "Support W", "DD N", "DD E", "DD S", "DD W"])] | ||
public GroupAssignmentUnique P2DiamondDustCardinals = GroupAssignmentUnique.DefaultRoles(); | ||
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[PropertyDisplay("P2 Diamond Dust: supports go to CCW intercardinal")] | ||
public bool P2DiamondDustSupportsCCW; | ||
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[PropertyDisplay("P2 Diamond Dust: DD go to CCW intercardinal")] | ||
public bool P2DiamondDustDDCCW; | ||
} |
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