From cfa7cb5f69a5f9f6b8a82c57ef88197d71084697 Mon Sep 17 00:00:00 2001
From: LTS-FFXIV <127939494+LTS-FFXIV@users.noreply.github.com>
Date: Tue, 17 Sep 2024 04:13:04 -0500
Subject: [PATCH] Update ability logic and package version
Updated `MCH_Default.cs` to refine ability selection logic:
- Check `HotShotMasteryTrait.EnoughLevel` before using `AirAnchorPvE`.
- Moved `HotShotPvE` condition to a later point if `AirAnchorPvE` is insufficient.
Updated `RebornRotations.csproj` to use `RotationSolverReborn.Basic` version `7.0.5.88`.
---
BasicRotations/Ranged/MCH_Default.cs | 6 +++---
BasicRotations/RebornRotations.csproj | 2 +-
2 files changed, 4 insertions(+), 4 deletions(-)
diff --git a/BasicRotations/Ranged/MCH_Default.cs b/BasicRotations/Ranged/MCH_Default.cs
index 73a1845..9324427 100644
--- a/BasicRotations/Ranged/MCH_Default.cs
+++ b/BasicRotations/Ranged/MCH_Default.cs
@@ -125,13 +125,13 @@ protected override bool GeneralGCD(out IAction? act)
if (!SpreadShotPvE.CanUse(out _))
{
// use AirAnchor if possible
- if (AirAnchorPvE.CanUse(out act)) return true;
- // or use HotShot if low level
- if (!AirAnchorPvE.EnoughLevel && HotShotPvE.CanUse(out act)) return true;
+ if (HotShotMasteryTrait.EnoughLevel && AirAnchorPvE.CanUse(out act)) return true;
// for opener: only use the first charge of Drill after AirAnchor when there are two
if (EnhancedMultiweaponTrait.EnoughLevel && DrillPvE.CanUse(out act, usedUp: false)) return true;
if (!EnhancedMultiweaponTrait.EnoughLevel && DrillPvE.CanUse(out act, usedUp: true)) return true;
+
+ if (!AirAnchorPvE.EnoughLevel && HotShotPvE.CanUse(out act)) return true;
}
// ChainSaw is always used after Drill
diff --git a/BasicRotations/RebornRotations.csproj b/BasicRotations/RebornRotations.csproj
index 0979716..8d3ce4d 100644
--- a/BasicRotations/RebornRotations.csproj
+++ b/BasicRotations/RebornRotations.csproj
@@ -16,7 +16,7 @@
-
+