December 13, 20178 yr This code: engine = new Engine(false); engine.States.Add(new SpellState("Power Word: Fortitude", 11, c => !ObjectManager.Me.HaveBuff("Power Word: Fortitude"), true, false)); engine.States.Add(new SpellState("Divine Spirit", 10, c => !ObjectManager.Me.HaveBuff("Divine Spirit"), true, false)); engine.StartEngine(15); Only the first/highest prioritized SpellState gets evaluated... No matter what. How can I make the engine process more than one state of a particular type?
December 13, 20178 yr Author Nevermind. Found the Engine.StartEngine ignoreIfAlreadyLaunched parameter :)
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