From 5092a3074b6ad42a45f4b87ff2312cbc90a09ab2 Mon Sep 17 00:00:00 2001
From: LTS-FFXIV <127939494+LTS-FFXIV@users.noreply.github.com>
Date: Fri, 13 Sep 2024 13:23:41 -0500
Subject: [PATCH] Update package version and add PrimalRendDistance config
Updated RebornRotations.csproj to change the version of the
RotationSolverReborn.Basic package from 7.0.5.63 to 7.0.5.65.
Added a new configuration property PrimalRendDistance in
WAR_Default.cs, allowing the maximum distance for using the
Primal Rend ability to be set between 1 and 20 yalms.
Modified the logic for using the Primal Rend ability to utilize
the new PrimalRendDistance property instead of a hardcoded
value of 2 yalms.
---
BasicRotations/RebornRotations.csproj | 2 +-
BasicRotations/Tank/WAR_Default.cs | 6 +++++-
2 files changed, 6 insertions(+), 2 deletions(-)
diff --git a/BasicRotations/RebornRotations.csproj b/BasicRotations/RebornRotations.csproj
index e2caa78..e752512 100644
--- a/BasicRotations/RebornRotations.csproj
+++ b/BasicRotations/RebornRotations.csproj
@@ -16,7 +16,7 @@
-
+
diff --git a/BasicRotations/Tank/WAR_Default.cs b/BasicRotations/Tank/WAR_Default.cs
index 32f83b0..ea20f80 100644
--- a/BasicRotations/Tank/WAR_Default.cs
+++ b/BasicRotations/Tank/WAR_Default.cs
@@ -12,6 +12,10 @@ public sealed class WAR_Default : WarriorRotation
[RotationConfig(CombatType.PvE, Name = "Use Bloodwhetting/Raw intuition on single enemies")]
public bool SoloIntuition { get; set; } = false;
+ [Range(1, 20, ConfigUnitType.Yalms)]
+ [RotationConfig(CombatType.PvE, Name = "Max distance you can be from the boss for Primal Rend use (Danger, setting too high will get you killed)")]
+ public float PrimalRendDistance { get; set; } = 2;
+
[Range(0, 1, ConfigUnitType.Percent)]
[RotationConfig(CombatType.PvE, Name = "Nascent Flash Heal Threshold")]
public float FlashHeal { get; set; } = 0.6f;
@@ -147,7 +151,7 @@ protected override bool GeneralGCD(out IAction? act)
{
if (!IsMoving && PrimalRendPvE.CanUse(out act, skipAoeCheck: true))
{
- if (PrimalRendPvE.Target.Target?.DistanceToPlayer() < 2) return true;
+ if (PrimalRendPvE.Target.Target?.DistanceToPlayer() < PrimalRendDistance) return true;
}
if (PrimalRuinationPvE.CanUse(out act)) return true;
}