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Crafting SkillManager Problem: No Range field for "Progress" and etc?
#4
I see what you meant now.

ffxivminion/ffxiv_skillmgr.lua
Code:
if ( (skill.stepmin > 0 and synth.step >= skill.stepmin) or
    (skill.stepmax > 0 and synth.step < skill.stepmax) or
    (skill.cpmin > 0 and Player.cp.current >= skill.cpmin) or
    (skill.cpmax > 0 and Player.cp.current < skill.cpmax) or
    (skill.durabmin > 0 and synth.durability >= skill.durabmin) or
    (skill.durabmax > 0 and synth.durability < skill.durabmax) or
    (skill.progrmin > 0 and synth.progress >= skill.progrmin) or
    (skill.progrmax > 0 and synth.progress < skill.progrmax) or
    (skill.qualitymin > 0 and synth.quality >= skill.qualitymin) or
    (skill.qualitymax > 0 and synth.quality < skill.qualitymax) or
    (skill.qualityminper > 0 and synth.qualitypercent >= skill.qualityminper) or
    (skill.qualitymaxper > 0 and synth.qualitypercent < skill.qualitymaxper) or
    (skill.iqstack > 0 and SkillMgr.currentIQStack < skill.iqstack) or
    (skill.condition ~= "NotUsed" and synth.description ~= skill.condition))                            
    then castable = false
end

more specifically we want to look at
Code:
(skill.progrmin > 0 and synth.progress >= skill.progrmin) or
    (skill.progrmax > 0 and synth.progress < skill.progrmax) or
I assume the variables has the values as:
skill.progrmin defines as Progress <
skill.progrmax defines as Progress >=

If we follow that, setting the Progress < 0, will not do anything as they require the value to be more than 0; otherwise it is disabled.
I can't run my FF now, but if you are willing to do some testing, change the code to
Code:
(skill.progrmin > -1 and synth.progress >= skill.progrmin) or
    (skill.progrmax > 0 and synth.progress < skill.progrmax) or
This may have other unknown side-effects. Try at your own risk.
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RE: Crafting SkillManager Problem: No Range field for "Progress" and etc? - by darkraito - 12-30-2013, 06:22 PM

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