Brian 10 Posted April 2, 2016 Share Posted April 2, 2016 if (Corruption.IsSpellUsable && Corruption.IsDistanceGood && Corruption.KnownSpell) { if (CorrAura.SpellId == ) { Logging.Write("herea"); Corruption.Launch(); return; }else if(corr20 == false && corr60 == false && ObjectManager.Me.HaveBuff("Eradication") && !ObjectManager.Me.HaveBuff("Bloodlust") && !ObjectManager.Me.HaveBuff("Heroism")) { Logging.Write("hereb"); Corruption.Launch(); corr0 = false; corr20 = true; corr60 = false; return; }else if(corr60 == false && ObjectManager.Me.HaveBuff("Eradication")) { if(ObjectManager.Me.HaveBuff("Bloodlust") || ObjectManager.Me.HaveBuff("Heroism")) { Logging.Write("herec"); Corruption.Launch(); corr0 = false; corr20 = false; corr60 = true; return; } } } So, my issue is that it changes the variables (corr0/corr20/corr60) without actually Launching the spell. Because it loops through this while casting previous spell / on GCD. Is it possible to do something like Corruption.Launch(); //pseudo code if(launch is successful){ corr0 = false; corr20 = false; corr60 = true; } How would I check if the launch is successful? Its an instant spell, so I cant check current spell casting. Also, I don't want to do something like if(Not ON GCD || Not Casting) { } I do not want to do this because I will slow down the routine script way to much. How else to fix issue? Link to comment Share on other sites More sharing options...
Droidz 2734 Posted April 3, 2016 Share Posted April 3, 2016 Hello, this code is not 100% reliable but you can try: Spell Corruption = new Spell("Corruption"); //... var errorCount = wManager.Wow.Helpers.EventsLua.UsedCountByLuaEventsId(wManager.Wow.Enums.LuaEventsId.UI_ERROR_MESSAGE); Corruption.Launch(); bool failled = wManager.Wow.Helpers.EventsLua.UsedCountByLuaEventsId(wManager.Wow.Enums.LuaEventsId.UI_ERROR_MESSAGE) > errorCount; Link to comment Share on other sites More sharing options...
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