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The band verily doth assaulteth urianger #99

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15 changes: 10 additions & 5 deletions BasicRotations/Healer/AST_Default.cs
Original file line number Diff line number Diff line change
Expand Up @@ -9,6 +9,14 @@ public sealed class AST_Default : AstrologianRotation
[Range(4, 20, ConfigUnitType.Seconds)]
[RotationConfig(CombatType.PvE, Name = "Use Earthly Star during countdown timer.")]
public float UseEarthlyStarTime { get; set; } = 15;

[Range(0, 1, ConfigUnitType.Percent)]
[RotationConfig(CombatType.PvE, Name = "Minimum HP threshold party member needs to be to use Aspected Benefic")]
public float AspectedBeneficHeal { get; set; } = 0.4f;

[Range(0, 1, ConfigUnitType.Percent)]
[RotationConfig(CombatType.PvE, Name = "Minimum HP threshold among party member needed to use Horoscope")]
public float HoroscopeHeal { get; set; } = 0.3f;
#endregion

#region Countdown Logic
Expand Down Expand Up @@ -61,9 +69,6 @@ protected override bool DefenseAreaAbility(IAction nextGCD, out IAction? act)
#region GCD Logic
protected override bool GeneralGCD(out IAction? act)
{
////Add AspectedBeneficwhen not in combat.
//if (NotInCombatDelay && AspectedBeneficDefensePvE.CanUse(out act)) return true;

if (GravityPvE.CanUse(out act)) return true;

if (CombustPvE.CanUse(out act)) return true;
Expand All @@ -78,7 +83,7 @@ protected override bool HealSingleGCD(out IAction? act)
{
if (AspectedBeneficPvE.CanUse(out act)
&& (IsMoving
|| AspectedBeneficPvE.Target.Target?.GetHealthRatio() > 0.4)) return true;
|| AspectedBeneficPvE.Target.Target?.GetHealthRatio() > AspectedBeneficHeal)) return true;

if (BeneficIiPvE.CanUse(out act)) return true;
if (BeneficPvE.CanUse(out act)) return true;
Expand Down Expand Up @@ -177,7 +182,7 @@ protected override bool HealSingleAbility(IAction nextGCD, out IAction? act)
if (!Player.HasStatus(true, StatusID.HoroscopeHelios, StatusID.Horoscope) && HoroscopePvE.CanUse(out act)) return true;

if ((Player.HasStatus(true, StatusID.HoroscopeHelios)
|| PartyMembersMinHP < 0.3)
|| PartyMembersMinHP < HoroscopeHeal)
&& HoroscopePvE.CanUse(out act)) return true;

return base.HealSingleAbility(nextGCD, out act);
Expand Down