Rotations refer to the code behind the Combo presets, specifically the logic
that appears in the Invoke
methods in the Combos/
PvE
and PvP
folders.
All rotations should first and foremost follow The Balance's guidelines.
Openers are hard-coded starts to rotations that are defined in _Helper.cs
.
Every job needs to have at least one opener defined, and it should be as close
to The Balance's standard opener for that class as possible.
Presets are the first set of options that are shown to users under each Job, and
includes Combos and Options.
It does not include Configs, which come from _Config.cs
files, and are
mostly UI code.
Presets are all defined in CustomComboPreset.cs
.
- Simple Mode - Single Target
- Simple Mode - AoE
- Advanced Mode - Single Target
- Advanced Mode - AoE
<combo name>
Feature<option name>
Option
- Simple Heals - Single Target
- Simple Heals - AoE
- Simple Mode - Single Target
- Include "Mitigation Options" (Content Difficulty Filtering)
- Simple Mode - AoE
- Include "Mitigation Options"
- Advanced Mode - Single Target
- "Mitigation Options" (Content Difficulty Filtering)
- All <60s mitigations (HP% slider, boss filtering)
- All heals/mitigations that heal (HP% slider, boss filtering)
- Invuln (enemy HP% slider, self HP% slider, boss filtering)
- "Mitigation Options" (Content Difficulty Filtering)
- Advanced Mode - AoE
- "Mitigation Options"
- All heals/mitigations that heal (HP% slider)
- Invuln (enemy HP% slider, self HP% slider)
- All other mitigations, including
Reprisal
,Arm's Length
, etc without options
- "Mitigation Options"
- Conflicts should always go both ways. If X conflicts with Y, Y must conflict with X.
- Conflicts should only be on Combos.
- Options should never conflict with Combos, it is just unnecessary.
- Options should never conflict with each other. In this case, a radio UI element should instead be used.
- Openers should be configs, not presets, and should be conflicted where necessary with UI radio elements instead.
Configs are the rest of the options (as in, those that accompany Presets)
that are shown to users under each Job -more specifically: under presets- and are
defined in _Config.cs
files.
This is mostly ImGUI code, primarily set up through
UserConfig
methods, but all options
will need backed by a User...
-Type option, e.g.
UserInt
,
UserBool
, etc,
which can then be referenced in rotation code as
Config.<your config's name>
.