Most kupo routines do not support AOE and those that do need to have it manually enabled. This is likely a magitek issueJust tested this using kupo as the CR and combat assist as the botbase on a fate in garlemald. The result was the same no AOE attacks regardless of how many mobs surround the player.
For Samurai the new level 100 skills have their own Kaeshi actions, can you add those to the resource manager? Not sure if you want to add them to KaeshiAction or a new one called TendoKaeshiAction.
ActionResourceManager.Samurai.KaeshiAction.TendoSetsugekka
ActionResourceManager.Samurai.KaeshiAction.TendoGoken
or
ActionResourceManager.Samurai.TendoKaeshiAction.Setsugekka
ActionResourceManager.Samurai.TendoKaeshiAction.Goken
Log(ActionResourceManager.CostTypesStruct);
It'll depend on how the data is stored, can you log
through out the different states of the rotation for me.Code:Log(ActionResourceManager.CostTypesStruct);
public static bool CanTendoKaeshiSetsugekka => ActionResourceManager.CostTypesStruct.offset_A == 6;
public static bool CanTendoKaeshiGoken => ActionResourceManager.CostTypesStruct.offset_A == 5;
After Tendo Setsugekka is used, Tsubame turns into Tendo Kaeshi Setsugekka and this is the result (offset_A is 6).
ResourceTable: { timer_8: 30000, timer_A: 25606, timer_E: 0, timer_C: 3, timer_10: 0, offset_8: 48, offset_9: 117, offset_A: 6, offset_B: 100, offset_C: 3, offset_D: 0, offset_E: 0, offset_F: 0, offset_10: 0 }
After Tendo Goken is used, Tsubame turns into Tendo Kaeshi Goken and this is the result (offset_A is 5).
ResourceTable: { timer_8: 30000, timer_A: 25605, timer_E: 0, timer_C: 3, timer_10: 0, offset_8: 48, offset_9: 117, offset_A: 5, offset_B: 100, offset_C: 3, offset_D: 0, offset_E: 0, offset_F: 0, offset_10: 0 }
Once the skills are used offset_A goes back to 0
Update: Tested it. These are valid checks for the new Tsubame actions.
Code:public static bool CanTendoKaeshiSetsugekka => ActionResourceManager.CostTypesStruct.offset_A == 6; public static bool CanTendoKaeshiGoken => ActionResourceManager.CostTypesStruct.offset_A == 5;
Offset_A is the ARM.SAM.Kaeshi field, I'll add KaeshiSetsugekka and KaeshiGoken to the enum
// 2: ActionResourceManager.Samurai.KaeshiAction.Goken
// 3: ActionResourceManager.Samurai.KaeshiAction.Setsugekka
// 4: ActionResourceManager.Samurai.KaeshiAction.Namikiri
// 5: ActionResourceManager.Samurai.KaeshiAction.TendoGoken
// 6: ActionResourceManager.Samurai.KaeshiAction.TendoSetsugekka
For clarity it might be better to add them as TendoSetsugekka and TendoGoken since the enum is already called KaeshiAction. KaeshiAction.Setsugekka and KaeshiAction.Goken are used for the pre-100 version of those Tsubame skills.
So the enum will look like...
Code:// 2: ActionResourceManager.Samurai.KaeshiAction.Goken // 3: ActionResourceManager.Samurai.KaeshiAction.Setsugekka // 4: ActionResourceManager.Samurai.KaeshiAction.Namikiri // 5: ActionResourceManager.Samurai.KaeshiAction.TendoGoken // 6: ActionResourceManager.Samurai.KaeshiAction.TendoSetsugekka
Higanbana was removed from Tsubame so there's no more Kaeshi Higanbana anymore, which was 1 before.
What value is Viper.DreadCombo when it's FourthGeneration?Hey mastahg could you add FourthGeneration to Viper.DreadCombo? Please and thanks!
What value is Viper.DreadCombo when it's FourthGeneration?
Log(ActionResourceManager.Viper.DreadCombo);None. Not sure what command you need me to run to get whatever data you need.
Sorry correction* DreadComboState. It returns None after casting it.Log(ActionResourceManager.Viper.DreadCombo);