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| VERSION 5.8:
|
| Added a couple of fun additions with this version as well as a couple of bug fixes.
| Details are in the changelog, but now you can set your main assist to simply "Main"
| or "main" while on a raid (or in a 6-man with main assist delegation), and RH will
| deal with it. Keep in mind, some features won't work with this (such as setting the
| cascading tanks) but in these cases, the features are mutually exclusive in nature
| anyway, so it doesn't matter. Stickdistance settings are also ignored since RH can't
| figure out how far away the PC named "main" is since there isn't one! Again, setting
| the assist to main is only semi-useful if you find you have some pretty crappy assist
| tanks at the moment. Three new commands have also been added!
|
| . /autochicken [ON|OFF|<nimble percent>] [ESCAPE] command added. The syntax on
| this command is a bit different that most, so read this carefully. Autochicken
| has two distinct functions, the first function determines when RH will engage
| your nimble discipline (that's the nimble percentage). You can also specifiy
| "OFF" as the first parameter which will disable any chicken features. The second
| paramenter is simply whether or not RH should activate the ESCAPE discipline for
| you should the nimble discipline be expired (recently used) or unavailable in
| general.
| . Examples: /autochicken OFF -> Turns autochicken features OFF
| /autochicken ON -> Turns autochicken ON w/previous settings
| /autochicken 20 ESCAPE -> Use nimble at 20% health, and escape
| if nimble evasion unavailable or expired
| /autochicken 10 -> Use nimble at 10% health, do not escape.
|
| . /autodisc1 "Discipline Name"|ON|OFF <endurance level> <reuse time> command
| added. This command will execute the specified discipline (use quotes if it has
| a space!) whenever the discipline is available AND you have more than the
| specified endurance.
| . Examples: /autodisc1 Duelist 40 30 -> Turn discipline #1 on, set it to
| employ the duelist discipline if it's ready and you have
| at least 40 endurance (and specify that the re-use time on
| duelist is 30 minutes).
| /autodisc1 "Deadly Precision" 60 5 -> Turn discipline #1 on, set
| it to employ the deadly precision discipline if it's ready and
| you have at least 60 endurance (and specify that the re-use
| time on deadly precision is 5 minutes).
| /autodisc1 off -> Turn off the disc1, but retain settings
| /autodisc1 on -> Reactivate disc1 using existing settings
|
| . /autodisc2 "Discipline Name"|ON|OFF <endurance level> <reuse time> command
| added. This command will execute the specified discipline (use quotes if it has
| a space!) whenever the discipline is available AND you have more than the
| specified endurance. /autodisc2 works just like /autodisc1.
|
| The autodisc command are most useful for things such as deadly precision or
| kinesthetics which can both be used again quickly, but more importantly, don't sap
| your ability to have duelist or deadeye which you may need for boss encounters. Reuse
| value is presumed to be MINUTES--and I'm sorry it needs to be included--the AltAbility
| TLOs don't include emedded timer information for the original combat disciplines. The
| preset disciplines are Deadly Discipline and Kinesthetics (the 5-minute reuse ones that
| last for 30 seconds).
|
| A DIRE NOTE TO DISCIPLINE USERS:
| I don't advise "blowing" discipline timers when close to engaging major bosses, as you
| may NEED a superior discipline in a clutch. The autodisc commands have been tested
| very well, but I had to hardwire the activation duration to one minute on any given
| disc. I had independent timer threads for all possible disciplines but the conditional
| timer checks became a 16-way boolean expression; I figured this was rediculous so I
| assumed that no settable discs (via autodisc) would last more than a minute. I expect
| it wouldn't work right if you put fearless or resistance in here, but who cares, eh?
| Also, be mindful of strike endurance floors intermingling with these. It's possible
| to set a timer for strike lower than these two, and you'll see strike fire always, but
| these never will after their initial use. This makes perfect sense, as when your
| endurance regenerates, it'll replenish enough to use strike, but never so much that
| you reach the autodisc thresholds (unless you experience alot of down time waiting on
| pulls). It's advisable to set strike about 10 or 20 higher endurance than these two.
|



