<Project>
<PropertyGroup Condition="$(MSBuildProjectName) != 'GatheringPathRenderer'">
- <Version>4.19</Version>
+ <Version>4.20</Version>
</PropertyGroup>
</Project>
Assignment(nameof(SinglePlayerDutyOptions.Enabled),
dutyOptions.Enabled, emptyOptions.Enabled)
.AsSyntaxNodeOrToken(),
- Assignment(nameof(SinglePlayerDutyOptions.Notes),
- dutyOptions.Notes, emptyOptions.Notes)
+ AssignmentList(nameof(SinglePlayerDutyOptions.Notes), dutyOptions.Notes)
.AsSyntaxNodeOrToken(),
Assignment(nameof(SinglePlayerDutyOptions.Index),
dutyOptions.Index, emptyOptions.Index)
2
]
},
+ {
+ "Position": {
+ "X": 86.662384,
+ "Y": 28.34813,
+ "Z": -627.5218
+ },
+ "TerritoryId": 156,
+ "InteractionType": "WalkTo",
+ "Fly": true,
+ "SkipConditions": {
+ "StepIf": {
+ "CompletionQuestVariablesFlags": [
+ null,
+ null,
+ null,
+ null,
+ null,
+ 32
+ ]
+ }
+ }
+ },
{
"DataId": 1009143,
"Position": {
},
"TerritoryId": 156,
"InteractionType": "Interact",
- "Fly": true,
"$": "1 112 0 0 0 2 -> 2 96 0 0 0 34",
"CompletionQuestVariablesFlags": [
null,
"Z": -328.66406
},
"TerritoryId": 155,
- "InteractionType": "SinglePlayerDuty"
+ "InteractionType": "SinglePlayerDuty",
+ "SinglePlayerDutyOptions": {
+ "Enabled": false,
+ "TestedBossModVersion": 292,
+ "Notes": [
+ "WIP: Needs to be re-tested",
+ "AI doesn't move after starting the instance, so enemies won't be triggered",
+ "(First Barrier) If the player is too far south, after being stunned by Vishap's roar, AI doesn't move out of the AOE and dies to the Cauterize"
+ ]
+ }
}
]
},
},
"TerritoryId": 155,
"InteractionType": "SinglePlayerDuty",
+ "SinglePlayerDutyOptions": {
+ "Enabled": true,
+ "TestedBossModVersion": 292
+ },
"Fly": true
}
]
"InteractionType": "SinglePlayerDuty",
"SinglePlayerDutyOptions": {
"Enabled": true,
- "TestedBossModVersion": 292
+ "TestedBossModVersion": 292,
+ "Notes": [
+ "Will not move into melee range to kill the gate; Alphinaud will kill it after a while"
+ ]
}
}
]
return;
byte memberCount = groupManager->MainGroup.MemberCount;
- _logger.LogDebug("Terrritory {TerritoryId} with {MemberCount} members", _uncheckedTeritoryId, memberCount);
- if (memberCount > 1)
+ bool isInAlliance = groupManager->MainGroup.IsAlliance;
+ _logger.LogDebug("Territory {TerritoryId} with {MemberCount} members, alliance: {IsInAlliance}",
+ _uncheckedTeritoryId, memberCount, isInAlliance);
+ if (memberCount > 1 || isInAlliance)
StopIfRunning("Other party members present");
_uncheckedTeritoryId = null;
ImGui.BulletText("Will always use BossMod for combat (ignoring the configured combat module).");
ImGui.BulletText("Only a small subset of quest battles have been tested - most of which are in the MSQ.");
ImGui.BulletText("When retrying a failed battle, it will always start at 'Normal' difficulty.");
- ImGui.BulletText("Please don't enable this option when using a BossMod fork (such as Reborn);\nwith the combat changes, it is unlikely to be compatible.");
+ ImGui.BulletText("Please don't enable this option when using a BossMod fork (such as Reborn);\nwith the missing combat module configuration, it is unlikely to be compatible.");
}
#if false