Sorry I've been inactive for so long. I was sick for a while and then was out of town for most of the holidays. I'm back now but it'll take me a bit to get my bearings and catch up on the thread. Hopefully I'll have something soon.
Can't change some skill checkboxes in the combat settings. The skills I can't change are not implemented or supported in the CR yet? Thats it?
that is correct, however you can edit the cs files to include them with Notepad ++ or any software with some very basic line changes while this continues to e updated. Coming from no coding expereience at all I was able to sort through it and figure out what needed to change in the matter of an hour. Update the methods cs file for the basic logic. Then in the rotations/behavior folder update teh cs file to include it inthe relevant cs file whether the new ability was a combat buff/pre-combat etc. If you have a specific skill you would like some help with I can point you in the right direction
What Eklipse said. My original goal with the CR was to make it as simple as possible so community edits were easy. It still has a ways to go but it's getting there. I still have a couple more class/job changes left but I think I should probably shift focus soon and finish implementing the rest of the features (Cross-Class skills, healing, etc.).
Glad to hear it. I would love to edit it to use a more optimal rotation for nin that most people use, but i don't know to much about coding sadly. Speaking of, how is the ninja edit coming along?
How do you go about editing the priority of skills? ie with ninja profile, it uses mutilate as the first skill. I would like to try and edit that and make the opener better if i can. Thanks!
That is the most ideal opener. Why would mutilate, one of your primary dots, NOT be an opener? It requires no previous skill + stacks with your second dot that is based on a combo? My only gripe with ninja stuff atm is that it simply gets "stuck" sometimes or messes up the mudra when im moving in fights.
I'm not saying the opener is bad, it is pretty decent. It's just there is a more optimal opener though which can get better overall dps, which is what i'm referring to. Something else i have noticed is with trick attack. i'm not sure it it's the size of the enemies or not, but sometimes it will use trick attack when you are not behind the enemy enough.
How does the energy drain work with your smn profile? It never uses it once with the parses i have done. EDIT: sometimes it does swiftcast > ruin ii which is a waste.
Skill priority is a mix of Methods and Behaviors. The order in which the CR attempts to use skills is specified in the Behaviors (mainly Combat and Combat Buffs, Combat Buffs getting priority over anything in Combat). However, the actual logic (like "Don't cast unless the DoT is falling off") is in the Methods. So just because something is higher in Behaviors doesn't mean it will always cast before the spells under it (because the logic in Methods may make it wait for a certain condition to be met first). I still need to convert Ninjutsu to a new version of code (similar to the code I made for Shadow Flare) but I know from experience that it will take hours and hours of testing (due to how latency sensitive Ninjutsu is) to be release worthy. I've spent the past few days converting the movement logic from each individual spell to the Cast method (so that people making community edits won't have to worry about managing it). However the actually movement code (what moves the player around) didn't like my change and I've been fighting with a few bugs. Hopefully I'll have a new version out soon and then I can get back onto improving the last few classes/jobs (Summoner, Black Mage, and Ninja mainly) before moving onto the Cross-Class skills and what not.
Is energy drain working for smn working for anyone else? For me it doesn't use it at all and thus mp goes dry in about 3 minutes.
Energy Drain isn't in the SMN profile yet (well I have it in my test profile but I don't like the way it works yet). As soon as I release this next version I'll likely jump right onto SMN as it shouldn't take too much more work to get the MP issue sorted.
One thing I've noticed about the blm profile that I've done a little tweaking on but could be a place of improvement of the way it handles the start of a rotation or getting back into one. i.e sometimes if i'm moving around and scathing i wont have enough mp for a blizzard III in fire state/no state. I'm wondering if there is a way for it to stop casting sub say 300 mp so you will always have enough ot get back into umbrla III. and also have it always cast bliz III ahead of fire/thunder spells sub 700 mp per say.
BLM still needs some work too. My original BLM profile (the one I made for Magitek and ported over to MoreDots) worked great for lvl 50 (max DPS and you'd never be stuck with low MP) but since it used hard-coded MP values it didn't work with lvls 1-49. The new one works 1-50 but I still have a few kinks to work out (now that I converted the spell library to use IDs I might finally be able to accurately pull the Cost of the spells and develop a proper formula).
Hopefully I'll have the next update out soon (fixes for a few targeting errors, lots of movement issues, and Chocobo summoning). It seems like everytime I fix something, something else breaks and it has taken forever to get something solid put together lol. Right now Ninja is busted for some reason (probably due to some cast logic I changed when I was working on movement) but once I get that working properly again I'll release what I have.