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if(isFinishingAny)// This accounts for both the finisher combo chain (Scorch and Resolution) AND the initial decision of whether to START the finishers (Verflare or Verholy)
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// Since you lose your mana stacks when you cast ANY spell, you want to use the finishers as soon as they're up, so you don't lose them
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returnactionID;
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// This accounts for both the finisher combo chain (Scorch and Resolution) AND the initial decision of whether to START the finishers (Verflare or Verholy)
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// Since you lose your mana stacks when you cast ANY spell, you want to use the finishers as soon as they're up, so you don't lose them
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if(isFinishingAny)
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returnactionID;// isFinishingAny is only true if the helper function assigned the appropriate actionID value
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if(instacasting){
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// TODO: need to account for hardcasting spells with no cast time!
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@@ -560,17 +564,21 @@ const int
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returnOriginalHook(RDM.Veraero);
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}
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}
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if(shouldCloseGap)// If this is the case, then meleeCombo CANNOT be, because one requires isClose and one requires !isClose, so the order of these two doesn't really matter.
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// I decided to put it here because logically, you need to close before you can melee.
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// If this is the case, then meleeCombo CANNOT be, because one requires isClose and one requires !isClose, so the order of these two doesn't really matter.
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// I decided to put it here because logically, you need to close before you can melee.
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if(shouldCloseGap)
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returnRDM.Corpsacorps;
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if(meleeCombo){
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// If we're out of range while in the combo, become Corps-a-corps to get back in range. Otherwise, just run the combo.
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// If we're out of range while in the combo, become Corps-a-corps to get back in range. Otherwise, just run the combo.
returnactionID;// meleeCombo is only true if the helper function assigned the appropriate actionID value
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}
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if(smartMove){
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// Can't slowcast spells if you're moving, so we have to fall back to instants.
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// I know it's a mess. Moving it into another method was basically the best I could do, since the whole thing is duplicated for weaving and moving but with different variables.
@@ -582,18 +590,18 @@ const int
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if(alt>0)
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returnalt;
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}
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if(useGrandImpact)// Should maybe check time remaining on GI Ready and verprocs, but checking time on three different buffs to calculate priorities is gonna be a bit of a bitch...
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// Eventually(tm)
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// Hm, note to self - could probably just check the lesser of the nonzero verprocs is at least ~6s, to account for cooldown from GI being GCD and then the cast time on the spell...
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// What if both are about to run out, though? Verproc gives dualcast, so.. probably that one?
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// Might need to check with a sweaty RDM optimiser
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// Should maybe check time remaining on GI Ready and verprocs, but checking time on three different buffs to calculate priorities is gonna be a bit of a bitch...
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// Eventually(tm)
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// Hm, note to self - could probably just check the lesser of the nonzero verprocs is at least ~6s, to account for cooldown from GI being GCD and then the cast time on the spell...
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// What if both are about to run out, though? Verproc gives dualcast, so.. probably that one?
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// Might need to check with a sweaty RDM optimiser
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if(useGrandImpact)
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returnRDM.GrandImpact;
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// Stand fast, slow cast!
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if(verfireUp&&verstoneUp){
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// TODO should probably check at the VERY least that the effect for the chosen action has at least ~3 seconds left, or you won't finish the cast before it interrupts you and you'll drift
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// Decide by mana levels
@@ -622,7 +630,8 @@ const int
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returnalt;
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}
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// Finally, if all else fails, become Jolt whatever, or Grand Impact I guess
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// Finally, if all else fails, become Jolt whatever
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// It won't be Grand Impact cause we handle that ourselves up above, but there's three damn jolts now and I canNOT be assed to handle them myself :V
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returnOriginalHook(RDM.Jolt);
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}
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}
@@ -659,14 +668,14 @@ internal class RedMageManafication: CustomCombo {
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