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; }