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question about spells wearing off
Posted: Sun Dec 19, 2004 5:50 am
by aristocle
i am looking for a way for my script to auto recast a spell if its dispelled or wears off tried
Code: Select all
#event faded "#*# ${Spelldot2} has worn off "
Code: Select all
sub faded /assist ${M_Assist}
/if (${CombatOn} && ${DoDoT2} && !${MobDoT2ed} && ${Me.PctMana}>=${DoT2Mana} && ${Target.PctHPs}<=${DoT2At} && ${Target.Distance}<=100) {
/call cast ${SpellDoT2} gem7 5s
/gsay %T is DoTed with ${SpellDoT2}
}
/return
anyone see whats wrong or have another way to recast spells when they fade? thanks in advance
Posted: Sun Dec 19, 2004 6:37 am
by eqmonkee
I believe changing your
to
will do the trick
Posted: Sun Dec 19, 2004 4:53 pm
by aristocle
Code: Select all
#Event faded "#*# ${SpellDoT} has worn off."
Code: Select all
Sub Event_faded /assist ${M_Assist}
/if (${CombatOn} && ${DoDoT} && !${MobDoTed} && ${Me.PctMana}>=${DoTMana} && ${Target.PctHPs}<=${DoTAt}
&& ${Target.Distance}<=100) {
/call cast ${SpellDoT} gem6 5s
/gsay %T is DoTed with ${SpellDoT}
}
/return
still dont work at all is there another way to do this without events maybe like a recast on tick timer?
Try this
Posted: Sun Dec 19, 2004 6:02 pm
by GD
Code: Select all
#event Faded "|${SpellDoT2}| has worn off."
Sub Event_Faded
/assist ${M_Assist}
/if (${CombatOn} && ${DoDoT2} && !${MobDoT2ed} && ${Me.PctMana}>=${DoT2Mana} && ${Target.PctHPs}<=${DoT2At} && ${Target.Distance}<=100) {
/call cast ${SpellDoT2} gem7 5s
/gsay %T is DoTed with ${SpellDoT2}
}
/return
Posted: Mon Dec 20, 2004 1:55 pm
by aristocle
Code: Select all
#Event Faded "#*# |${SpellDoT}| has worn off."
Code: Select all
Sub Event_faded /assist ${M_Assist}
/if (${CombatOn} && ${DoDoT} && !${MobDoTed} && ${Me.PctMana}>=${DoTMana} && ${Target.PctHPs}<=${DoTAt} && ${Target.Distance}<=100) {
/call cast ${SpellDoT} gem6 5s
/gsay %T is DoTed with ${SpellDoT}
}
/return
still no luck here has anyone had any luck with spells recasting after they fade ?if not i am just gonna switch to timers
Posted: Mon Dec 20, 2004 2:05 pm
by A_Druid_00
/shrug, I just do timers anyway. It's inefficient to wait until after the dot has worn off to recast it. I just set the timer to the DoT duration -6 seconds so that I have a good chance of recasting it right before it wears off.
Posted: Mon Dec 20, 2004 4:56 pm
by Neolesh
most efficient would be to land new dot imediately after the old dot wears off so you are getting dmg every tick, and no ticks overlapping.
Posted: Tue Dec 21, 2004 2:24 am
by aristocle
well i dont care as much about being efficient i tried the timer and thats no good i use my shm to 2box with my pally and few times now the timer would go off at the same time i would need a heal and script reads dot first cause its set in writing then it decides to heal afterwards and with mobs hittin 1kish+ theres no room for the 3 second error of dot first then heal is why i was wanting it as a event because events can be arranged to stop/heal but i am no good with timers it just recasts spell soon as timer says to no matter what this was basicly just for me not having to switch pc's every few mins to see when dot was gone to recast it since my pallys sucks for dps shm does most the work hehe guess i will just deal with the switching till i find a better way
Thanks again to those that tried to help me on this-
Posted: Tue Dec 21, 2004 8:44 am
by A_Druid_00
Neolesh wrote:most efficient would be to land new dot imediately after the old dot wears off so you are getting dmg every tick, and no ticks overlapping.
Of course if it's a simple root/rot macro that'd be ideal..... But, since in my case it isn't, I try to land it as close to the time that it's going to wear off as possible. Since my dots take about 1 tick to cast, setting the timer to -6 seconds *is* setting it to land immediately after the old dot wears of kkthx. Maybe my original wording sucked, but I knew what the hell I meant!
Though, with the way timers have been working for me lately, setting it to the actual duration of the dot would work just as well since the timers are expiring an easy 6 seconds earlier than they should. I had to bump my Mod Rod timer up to 310 seconds for the same reason, and even then it still fires early sometimes. Even AltAbilityReady has been firing early for my short recycling AAs like Wrath of the Wild, I've seen it trying to recast it up to 23 seconds early.
Posted: Tue Dec 21, 2004 8:47 am
by A_Druid_00
aristocle wrote:well i dont care as much about being efficient i tried the timer and thats no good i use my shm to 2box with my pally and few times now the timer would go off at the same time i would need a heal and script reads dot first cause its set in writing then it decides to heal afterwards and with mobs hittin 1kish+ theres no room for the 3 second error of dot first then heal is why i was wanting it as a event because events can be arranged to stop/heal but i am no good with timers it just recasts spell soon as timer says to no matter what this was basicly just for me not having to switch pc's every few mins to see when dot was gone to recast it since my pallys sucks for dps shm does most the work hehe guess i will just deal with the switching till i find a better way
Thanks again to those that tried to help me on this-
Casting DoTs can be set to stop for heals using spell_routines.inc..... Take a look at my druid macro, specifically the Check4Pad sub, and the /call Cast in my DoDoTs and DoDebuffs subs.
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