Open chase692 opened 1 month ago
just wondering if this mod going to be updated to the 7.0 patch in FFXIV
There have been several commits working on updating to DawnTrail, there was also an API update to Dalamud so there is quite a lot of work to get this mod up to date, but progress is being made.
Thanks for getting back to safe.. Can't wait until it is updated helps me alot
From: Dustin Pate @.> Sent: Friday, July 5, 2024 7:51 PM To: attickdoor/XIVComboPlugin @.> Cc: chase692 @.>; Author @.> Subject: Re: [attickdoor/XIVComboPlugin] update to FFXIV patch 7.o (Issue #293)
There have been several commits working on updating to DawnTrail, there was also an API update to Dalamud so there is quite a lot of work to get this mod up to date, but progress is being made.
— Reply to this email directly, view it on GitHubhttps://github.com/attickdoor/XIVComboPlugin/issues/293#issuecomment-2211548331, or unsubscribehttps://github.com/notifications/unsubscribe-auth/AISNZSGVX3NSJP5YUAM3JVLZK45S7AVCNFSM6AAAAABKN2OTOCVHI2DSMVQWIX3LMV43OSLTON2WKQ3PNVWWK3TUHMZDEMJRGU2DQMZTGE. You are receiving this because you authored the thread.Message ID: @.***>
Nothing to add here except thank you for making an add-on that is so useful I'm checking every day for updates!
This add-on is the only way I can play FFXIV due to a hand injury and allows me to be usable as a paladin with my friends in Savages. I feel worthless right now in xtremes as the fast blade/riot blade/savage combo really made the game playable. We have a raid this upcoming Friday and I swear if this is working soon or before then, I will be donating $100 to this page for making my life whole again (though I dont see a donate button).
This add-on is the only way I can play FFXIV due to a hand injury and allows me to be usable as a paladin with my friends in Savages. I feel worthless right now in xtremes as the fast blade/riot blade/savage combo really made the game playable. We have a raid this upcoming Friday and I swear if this is working soon or before then, I will be donating $100 to this page for making my life whole again (though I dont see a donate button).
While I'm sorry to hear your disability prevents you playing without the plugin, Attick will get this updated when he can, currently we are dropping in PR's to help facilitate this when he is able to do so. Please don't put out monetary incentives as it opens you up to being scammed by bad actors. If you wish to 'reward' the plugin devs, then please donate to a charity either they support or you support instead.
I've merged all the recent pull requests into my fork: https://github.com/Skooz/XIVComboPlugin
I also included compiled files under Releases, for any clueless folk that might be lurking here.
attick will update the plugin eventually, but I'll try to keep my fork up to date with fixes/additions until then.
im new to this how do you get this working exactly?
You don't until API X / DT 7.x release.
Appreciate the community's hard work with preparing stuff for DT. I know its got more work but just made an account for the sole purpose of thanking you for all working on this and trying to provide a better game experience and in your spare time too!
im new to this how do you get this working exactly?
The plugin is functional, it's just a matter of how you go about setting it up. As I said earlier, I've merged the most recent pull requests into my fork, so you can start there.
You can either clone the repo and build the project yourself, or just download what I provide under the releases section. Then you just add the folder as a "dev plugin" to Dalamud, via the settings menu.
If you have questions about building or setting it up, just post in the issues section of my fork. I'd rather not clutter the issues section of the main repo with newbie plugin troubleshooting, lol.
I added viper from that fork, I also reworked the icon code because it was pretty rough, I couldn't imagine working with multiple people committing to that one file.
Current viper progress;
The main attacks have a similar annoyance to monk, I could put in the extra work to handle it but I think its fine with FF14's ability replacement for those, its only 2 buttons after all.
Edit: Done what I could with viper, if theres any suggestions let me know, I will see about pushing it somewhere but might need to get a review on the system overhaul. Tried to clean up the noise when things are active (reawaken changing 90% of your attacks into first generation/second generation). The lastMove was never set for these buff type of attacks like hunters coil so I couldn't chain the attack from one button (hunters coil -> twinfang bite -> twinblood bite and opposite if you used swiftskins coil -> twinblood bite -> twinfang bite) so they show it on both buttons, similar with the pit of dread combos.
https://github.com/attickdoor/XIVComboPlugin/assets/13440433/fafc6336-7822-476c-b10d-a2279ac71939
SAM doesn't seem to be working fully. Gyofu combo only partially works (only links 2nd skill to 3rd, but not 1st to 2nd). Everything else works tho.
I added viper from that fork, I also reworked the icon code because it was pretty rough, I couldn't imagine working with multiple people committing to that one file.
Current viper progress;
- Reawaken
- Death Rattle / Last Lash
- Dreadwinder
- Pit of Dread (Last 3 is mostly replacing Serpent's Tail, Twinfang and Twinblood and putting them at the end of their button combo instead)
The main attacks have a similar annoyance to monk, I could put in the extra work to handle it but I think its fine with FF14's ability replacement for those, its only 2 buttons after all.
Edit: Done what I could with viper, if theres any suggestions let me know, I will see about pushing it somewhere but might need to get a review on the system overhaul. Tried to clean up the noise when things are active (reawaken changing 90% of your attacks into first generation/second generation). The lastMove was never set for these buff type of attacks like hunters coil so I couldn't chain the attack from one button (hunters coil -> twinfang bite -> twinblood bite and opposite if you used swiftskins coil -> twinblood bite -> twinfang bite) so they show it on both buttons, similar with the pit of dread combos.
ffxiv_dx11_cnbksrqKTk.mp4
This looks awesome! I successfully downloaded Skooz's release and that's working fine however I'm not sure how to add your Viper Addon to it? Or is this even something that is even available to the public yet? Thank you for your work
Edit: Done what I could with viper, if theres any suggestions let me know, I will see about pushing it somewhere but might need to get a review on the system overhaul.
You have to be careful about automation, at least when it comes to XIVCombo. There's a reason this plugin is on Dalamud's official list, and other combo plugins are not, and it's because XIVCombo doesn't do anything too egregious.
One way to think about it is that we're here to reduce button bloat, not make rotations easier.
I think there's a tiny bit of fat to trim on Viper, but putting the entire Reawakening combo on one button just isn't going to pass; the Dalamud folks wouldn't allow it for an official plugin. At that point we're not freeing hotbar space, we're just making the job easier. For that sort of stuff, you've got to head over to XIVSlothCombo.
SAM doesn't seem to be working fully. Gyofu combo only partially works (only links 2nd skill to 3rd, but not 1st to 2nd). Everything else works tho.
The original PR for PLD\SAM left a few mistakes. They should be fixed on my fork.
Edit: Done what I could with viper, if theres any suggestions let me know, I will see about pushing it somewhere but might need to get a review on the system overhaul.
You have to be careful about automation, at least when it comes to XIVCombo. There's a reason this plugin is on Dalamud's official list, and other combo plugins are not, and it's because XIVCombo doesn't do anything too egregious.
One way to think about it is that we're here to reduce button bloat, not make rotations easier.
I think there's a tiny bit of fat to trim on Viper, but putting the entire Reawakening combo on one button just isn't going to pass; the Dalamud folks wouldn't allow it for an official plugin. At that point we're not freeing hotbar space, we're just making the job easier. For that sort of stuff, you've got to head over to XIVSlothCombo.
SAM doesn't seem to be working fully. Gyofu combo only partially works (only links 2nd skill to 3rd, but not 1st to 2nd). Everything else works tho.
The original PR for PLD\SAM left a few mistakes. They should be fixed on my fork.
Works fully now thanks!
Edit: Done what I could with viper, if theres any suggestions let me know, I will see about pushing it somewhere but might need to get a review on the system overhaul.
You have to be careful about automation, at least when it comes to XIVCombo. There's a reason this plugin is on Dalamud's official list, and other combo plugins are not, and it's because XIVCombo doesn't do anything too egregious.
One way to think about it is that we're here to reduce button bloat, not make rotations easier.
I think there's a tiny bit of fat to trim on Viper, but putting the entire Reawakening combo on one button just isn't going to pass; the Dalamud folks wouldn't allow it for an official plugin. At that point we're not freeing hotbar space, we're just making the job easier. For that sort of stuff, you've got to head over to XIVSlothCombo.
SAM doesn't seem to be working fully. Gyofu combo only partially works (only links 2nd skill to 3rd, but not 1st to 2nd). Everything else works tho.
The original PR for PLD\SAM left a few mistakes. They should be fixed on my fork.
So I should have reawaken static, keep the original first/second/third gen stuff but add the legacy after each one? The main problem with viper is finger dancing over serpents tail/twinfang/twinblood
That doesn't feel too great, perhaps combining serpents tail into reawaken would be fine? So the rotation would end up being Reawaken -> Steel Fang (First Generation) -> Reawaken (Serpents tail/First Legacy) -> Dread Fang (Second Generation) -> Reawaken (Second Legacy) -> repeat until ouroboros
Not much that could be done for twinfang/twinblood unless I explicitly set it so that the steel fang chain becomes twinfang and dread fang becomes twinblood. Might count as less automation for things like uncoiled fury. As I mentioned it has that monk issue with decision making, while the decisions are linear on viper they aren't always active
After some more thought viper can't really lose anything otherwise it becomes automated.
So I should have reawaken static, keep the original first/second/third gen stuff but add the legacy after each one? The main problem with viper is finger dancing over serpents tail/twinfang/twinblood
That's sort of what I was thinking, yeah. Just like GNB's continuation options, have Viper's oGCDs appear over their respective abilities.
I'm going to try a few things myself and see how they feel, but I suspect Viper will be the new Monk, like you suggest. There's not much that can be done to Viper without crossing a line. Even if we do free up some buttons... What are we freeing up space for? Feint and Second Wind? The job already has so few buttons, I'm not sure what I'd even slot into the spots that I potentially free up. They'd just be empty, lol.
So I should have reawaken static, keep the original first/second/third gen stuff but add the legacy after each one? The main problem with viper is finger dancing over serpents tail/twinfang/twinblood
That's sort of what I was thinking, yeah. Just like GNB's continuation options, have Viper's oGCDs appear over their respective abilities.
I'm going to try a few things myself and see how they feel, but I suspect Viper will be the new Monk, like you suggest. There's not much that can be done to Viper without crossing a line. Even if we do free up some buttons... What are we freeing up space for? Feint and Second Wind? The job already has so few buttons, I'm not sure what I'd even slot into the spots that I potentially free up. They'd just be empty, lol.
Yeah I feel I haven't really freed much, only moved things around. Other than the icon refactor and learning parts of dalamud it's been quite a wasted effort, maybe theres something else that the plugin needs
What I think might work for Viper is like focusing it around the 4 main generation inputs. So Steel, Dread, Hunter, and Swift. So when you hit Dreadwinder then Hunter's Coil, Hunter's Coil and Swiftskin's Coil become their respective follow ups. Same for Pit of Dread into Hunter's Den and Swiftskin's Den. Uncoiled Fury can directly combo into Uncoiled Twinfang and Uncoiled Twinblood. Death Rattle and Last Lash can go over Fangs and Maw respectively and you can stack the Legacys on top of the Generations, so First Gen becomes First Legacy and so on. Basically, to sum up, you'd be only eliminating Serpent's Tail, Twinfang, and Twinblood from having their own buttons and comboing what they become elsewhere that makes sense.
I did that but if automation is a concern then its too automated, the hunters coil/swiftskins coil/hunters den and swiftskins den aren't linear combos, if for example I use hunters coil it would then be best to put twinfang strike then twinblood strike; this is making the rotation easier because thats the optimal skill use. Only one that maybe accepted in a sense is the uncoiled fury because that is always uncoiled twinfang and uncoiled twinblood, but we aren't necessarily freeing buttons there because twinfang and twinblood would still be on the bar for hunters coil. Similarly putting the serpents tail part of the Reawaken combo (legacy attacks at 100) doesn't really free anything up.
I think any alteration to the viper flow puts it in that XIVSlothCombo territory because the way the job would have you work is to always put in the best buttons, any influence to that makes the rotation easier.
I did that but if automation is a concern then its too automated, the hunters coil/swiftskins coil/hunters den and swiftskins den aren't linear combos, if for example I use hunters coil it would then be best to put twinfang strike then twinblood strike; this is making the rotation easier because thats the optimal skill use. Only one that maybe accepted in a sense is the uncoiled fury because that is always uncoiled twinfang and uncoiled twinblood, but we aren't necessarily freeing buttons there because twinfang and twinblood would still be on the bar for hunters coil. Similarly putting the serpents tail part of the Reawaken combo (legacy attacks at 100) doesn't really free anything up.
I think any alteration to the viper flow puts it in that XIVSlothCombo territory because the way the job would have you work is to always put in the best buttons, any influence to that makes the rotation easier.
I'm not saying put the whole rotation on just one button, saying that when you use Hunter's Coil Hunter's Coil becomes Twinfang's move and Swiftskin's Coil becomes Twinblood's move (and the same for the AOE equivilents). and with the standard combo, putting serpent's tail's move over Steel and Dread is no more automation than any other normal combo, when Death Rattle or Last Lash come up there is no other possible button you want to press. As for Reawaken, putting the Serpent's Tail Legacy moves on top of the generations, so first gen becomes first legacy, second gen becomes second legacy, etc. is no different than Gunbreaker's gnashing fang - continuation . Its not automation, its just condensing.
Edit: That said, testing Viper some more, going by XIV combo's own stated logic, there could be an argument made for further condensing Hunter and Swiftskin on top of Steel and Dread. When you hit Dreadwinder or Pit of Dread there is no other option but to follow up with Hunter's / Swiftskin's Coil or Den respectively or you lose the combo so layering those on top of the standard combo buttons follows the established pattern and logic of XiV combo then following that up with Twinblood and Twinfang on top of those continues that trend. Keeping Steel and Dread Fangs/Maw as seperate buttons makes sense since there is some choice there however once you start the combo an argument could be made to overwrite both with the highlighted choice when there is only one at that time since there is no possible reason for you to not pick the highlighted choice, again, going by XIV Combo's own stated logic. Then with Reawakening turning both Steel and Dread into the correct Generation -> Legacy at each step still fulfills XIV Combos logic rules because there is no other possible button that you want to press in that moment. Square really made this class pretty decision lite despite how it may appear on the surface.
I've merged all the recent pull requests into my fork: https://github.com/Skooz/XIVComboPlugin
I also included compiled files under Releases, for any clueless folk that might be lurking here.
attick will update the plugin eventually, but I'll try to keep my fork up to date with fixes/additions until then.
awesome, much appreciated. this is pretty much all I need, since squenix has condensed a few things now.
Done the viper revision, basically dropping twinfang and twinblood, keeping serpents tail and moving other things over to serpents tail (like ouroboros because for me, pressing reawaken again is odd because I have reawaken in a "buff " bar rather than an attack bar)
im new to this how do you get this working exactly?
The plugin is functional, it's just a matter of how you go about setting it up. As I said earlier, I've merged the most recent pull requests into my fork, so you can start there.
You can either clone the repo and build the project yourself, or just download what I provide under the releases section. Then you just add the folder as a "dev plugin" to Dalamud, via the settings menu.
If you have questions about building or setting it up, just post in the issues section of my fork. I'd rather not clutter the issues section of the main repo with newbie plugin troubleshooting, lol.
Dont know why but i cannot install the Plugin via Dev. :(
What is thy suggestion? when going to update to patch 7.0 if anytime
1) Are abilities in question must be truly mutually exclusive?
2) Does this actually saves you button space?
3) Is it wild and wacky?
4) Is the overall level of intelligence required to execute is about as low as the floor?