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using System;
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using System.Collections.Generic;
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using Newtonsoft.Json;
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namespace ConfigurableCombo;
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/// <summary>
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/// A single user-defined combo: put the first action on your hotbar; pressing it advances through the sequence.
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/// </summary>
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[Serializable]
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public class UserComboDefinition
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{
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/// <summary>
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/// Display name for this combo (e.g. "WAR ST Combo").
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/// </summary>
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public string Name { get; set; } = "New Combo";
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/// <summary>
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/// Ordered list of action IDs. The first action is the one you place on the hotbar; each press advances to the next.
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/// Combo resets to the first action when the game combo timer expires or the sequence is broken.
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/// </summary>
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public List<uint> ActionIds { get; set; } = new();
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/// <summary>
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/// Whether this combo is enabled.
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/// </summary>
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public bool Enabled { get; set; } = true;
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/// <summary>
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/// ClassJob.RowId this combo belongs to. 0 = Unspecified (shown when "Unspecified" job is selected).
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/// </summary>
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public uint JobId { get; set; }
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/// <summary>
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/// Unique id for this combo (for UI and serialization).
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/// </summary>
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public Guid Id { get; set; } = Guid.NewGuid();
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/// <summary>
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/// The action ID that is "on the bar" — i.e. the trigger. This is ActionIds[0] when the list is non-empty.
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/// </summary>
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public uint TriggerActionId => ActionIds.Count > 0 ? ActionIds[0] : 0;
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}
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