When not having or waiting for fate, the character will stutter near Aether.Version 628
Code:Levelsyncing for fate works again
When not having or waiting for fate, the character will stutter near Aether.Version 628
Code:Levelsyncing for fate works again
Can you upload a log where it happens pleaseWhen not having or waiting for fate, the character will stutter near Aether.
hereCan you upload a log where it happens please
here
ActionResourceManager.CostTypesStruct.timer should be RattlingCoils counter on Viper, maybe someone can verify
Viper's skills are activated through changes in the image, and cannot be judged by its status to determine the activation mode.View attachment 233018
Except for a numerical value, nothing has changed. This profession also has a transformation skill, and it depends on whether this skill is activated.Log(ActionResourceManager.CostTypesStruct);
with changes to the gauges so that i can see it.
The numerical value is the important part....Except for a numerical value, nothing has changed. This profession also has a transformation skill, and it depends on whether this skill is activated.
For the different states mentioned above, the ActionResourceManager.CostTypesStruct was not captured, or there were no changes in the logsYea i need the log for each of the different states.
I've looked into it, the state of the bar is directly linked to ActionManager.LastSpell I don't think theres much value of providing a wrapper around what color the bar is.For the different states mentioned above, the ActionResourceManager.CostTypesStruct was not captured, or there were no changes in the logs
The new skill mechanism in FF14 results in skills being activated randomly rather than a fixed combo. Therefore, judging the next skill based on the previous skill is not feasible. An independent ActionResourceManager.Viper needs to be written.I've looked into it, the state of the bar is directly linked to ActionManager.LastSpell I don't think theres much value of providing a wrapper around what color the bar is.
The new skill mechanism in FF14 results in skills being activated randomly rather than a fixed combo. Therefore, judging the next skill based on the previous skill is not feasible. An independent ActionResourceManager.Viper needs to be written.
struct: ResourceTable: { timer: 1, timer2: 256, timer3: 0, offset_8: 1, offset_9: 0, offset_A: 0, offset_B: 1, offset_C: 48, offset_D: 117, offset_E: 0, offset_F: 0 }
struct: ResourceTable: { timer: 2, timer2: 256, timer3: 0, offset_8: 2, offset_9: 0, offset_A: 0, offset_B: 1, offset_C: 48, offset_D: 117, offset_E: 0, offset_F: 0 }
my viper isnt leveld enough for the trait +1 capacity RattlingCoils upgrade
btw talking about the "crystals" in that gauge bar not the glow
This still doesn't solve the issue of the Ancestral Spirit Embodiment skill, and reasoning backwards from the result does not clearly indicate which skill has been activated.its not random.
You get a buff from your "loop finisher" which determines the next enhanced "finisher" action. This said buff will determine the glow of you gauge bar.
Those funky coloured bars are not rly important, the only indicate you last used combo builder, which are in fact interchangeable depending on what you want to achieve.
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You can design this concept around a normal combo builder/finisher logic depending on the last used Actions
Do you have the Serpent Offerings unlocked?
This still doesn't solve the issue of the Ancestral Spirit Embodiment skill, and reasoning backwards from the result does not clearly indicate which skill has been activated.