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 @@ - +