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[Core] Variant #765
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[Core] Variant #765
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Menu items added SpiritDart wired up
Previously created "Variant Dungeons" tab under Roles and Content now fleshed out Did away with the variant interfaces/implementation complexity. Using the older approach with some new tricks (Player Role checking) Removed individual class variant code
All actions but Variant Raise will be handled by this
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Just curious about your commit message for 035bfd3: |
Kinda leaving as is as I decide what to do with it. So as I go through this, I'm thinking of changing it overall. Idea for Magic DPS in this TryGet, is to just detect if swiftcast/dualcast buff is active then put it on the main action, but I'm uncertain. Could also code it out for dead party member detection, prompt swiftcast then raise, but i need to look for that bit of code |
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Well that's certainly fair enough - it's a great looking start to adopting #772 at the very least and thank you. As a guide, it could probably work Exactly like OC Chemist's As for
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Unhid all Variant actions that were previously not wired up AutoRot: Added Variant Raise to raising actions. Hopefully will attempt to use swiftcast for Magic DPS Removed BLM's standalone variant raise Removed Variant Raise from RDM & SMN's Swiftcast->Raise combo
…evengeOfTheVariants
Should be resolved now |
edewen
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Tested on pld. variant actions happen. doesnt seem to break that i can tell
zbee
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Thanks for using #772


Previously created "Variant Dungeons" tab under Roles and Content now completed
Did away with the variant interfaces/implementation complexity. Using the older approach with some new tricks (Player Role checking)
Removed individual class variant presets
Updated all classes to use new Variant calls
I'm Fired.