Adds a probe after dispatching the synthetic M keydown: compares jpx's active state before/after 700ms and logs ✅ registered or ❌ keybind miss. This distinguishes 'M not reaching jpx' from 'jpx not chaining'.
38 lines
1.5 KiB
JavaScript
38 lines
1.5 KiB
JavaScript
// ═══════════════════════════════════════════════════════════════════════
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// CONFIG — default settings
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// ═══════════════════════════════════════════════════════════════════════
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const VERSION = '0.17.5';
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const CFG = {
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// — Battle strategy advisory
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autoBuff: true,
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autoDebuff: true,
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autoCure: true,
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// — Thresholds (simulation-backed)
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cureHP: 0.45, // Cast Cure below this HP
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cureItemHP: 0.50, // Use health items at this HP
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cureRegenHP: 0.65, // Cast Regen below this HP
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manaGemMP: 0.45, // Use mana gems below this MP
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manaPotionMP: 0.25, // Use mana potions at this MP
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skillOC: 60, // Use weapon skills at this OC
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useAttackSpells: false, // Don't use attack spells (let channel proc naturally)
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// — Out of battle
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autoSell: true,
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sellQuality: 'Average',
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trainingQueue: true,
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// — UI & Guidance
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cfgButton: true,
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showGuidance: true,
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showEquipAdvice: true,
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autoDifficulty: true,
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// — jpx integration (bridge)
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autoChainJpx: true, // Re-trigger jpx auto-battle (M) after each round
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chainMinHP: 0.25, // Pause chaining below this HP
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chainMaxRounds: 0, // 0 = unlimited; else stop after N rounds
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};
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