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item timer / ready to cast
Posted: Wed Dec 14, 2005 7:31 pm
by A_Enchanter_00
I have a small question i dont know where else to put it
${FindItem[Hammer of Delusions].Timer} was changed from time to tick's some time ago, the problem i have is that i can do somthing like this
Code: Select all
/if ( !${FindItem[Hammer of Delusions].Timer} && ${FindItem[Hammer of Delusions].ID} ) {
/call Cast "Hammer of Delusions" item 2s
} else {
/call Cast "${UserSpells[2]}" ${UserSpellsGemslot[2]} 2s
}
because the ${FindItem[Hammer of Delusions].Timer} becomes 0 before it's ready. ( worked when it was a "timer" is there a ${FindItem[Hammer of Delusions].Ready} type member i am unaware off ?
A_Enchanter_00
Posted: Wed Dec 14, 2005 7:44 pm
by dont_know_at_all
Change:
to
Code: Select all
Dest.DWord=(5+GetItemTimer(pItem))/6;
Shouldn't it be that way anyway? Round up to the tic?
Posted: Wed Dec 14, 2005 9:25 pm
by A_Enchanter_00
is this somthing i need to change somwhere ? if so where do i do that ?
A_Enchanter_00
Posted: Thu Dec 15, 2005 5:13 pm
by SwiftyMUSE
This has been updated in the zip per the patch notes.
Posted: Thu Dec 15, 2005 5:36 pm
by fannoj
hmm
i see it's now : Dest.DWord=GetItemTimer(pItem)/6+1;
${FindItem[Hammer of Delusions].Timer} returns 1
should i consider ${FindItem[Hammer of Delusions].Timer} = 1 as item ready ?
/if ( ${FindItem[Hammer of Delusions].Timer} == 1 ) {
.......
}
i can live with that =) just got to change some macro's =)
Posted: Thu Dec 15, 2005 5:39 pm
by JJ
The reason for 1 is because 0 would be false while not 0 would be true when you use an if statement. So no need to change anything. You can still use:
Code: Select all
if (${FindItem[Hammer of Delusions].Timer}) DOTHISACTION
Posted: Thu Dec 15, 2005 5:56 pm
by A_Enchanter_00
the point is .. if ${FindItem[Hammer of Delusions].Timer} is always 1 or more
1 - 20 ( 120 sec recast ) 20 tick..
you will never know when to use the REAL spell and not the item
/if ( !${FindItem[Hammer of Delusions].Timer} && ${FindItem[Hammer of Delusions].ID} ) {
/call Cast "Hammer of Delusions" item 2s
} else {
/call Cast Euphoria gem1 20s
}
unless you do it this way. but that would work if thats thay why it is ment to work.
/if ( ${FindItem[Hammer of Delusions].Timer} == 1 && ${FindItem[Hammer of Delusions].ID} ) {
/call Cast "Hammer of Delusions" item 2s
} else {
/call Cast Euphoria gem1 20s
}
Fixes Item.Timer returning 0 too
early tels me that is not the case.
dont_know_at_all wrote:Change:
Code:
Dest.DWord=GetItemTimer(pItem)/6;
to
Code:
Dest.DWord=(5+GetItemTimer(pItem))/6;
Shouldn't it be that way anyway? Round up to the tic?
Dest.DWord=(5+GetItemTimer(pItem))/6; <--- works 0 - 20 ticks
Posted: Thu Dec 15, 2005 6:09 pm
by SwiftyMUSE
Try checking for...
Code: Select all
/if ( !${FindItem[Hammer of Delusions].Timer.TotalSeconds} && ${FindItem[Hammer of Delusions].ID} ) {
when it hits 0 totalseconds you can recast... but ill look at adding a TimerReady which will shortcircuit this type of check.
Posted: Thu Dec 15, 2005 6:46 pm
by dont_know_at_all
It will always say 6.
Posted: Thu Dec 15, 2005 10:54 pm
by Warauinu
When it says Item Timer fixed is it saying 0.06 seconds left using this
Code: Select all
ModRodnotready=3,48,415,255,0,0,${FindItem[rod of mystical transvergance].Timer.TimeHMS}
the intended result now as opposed to the former 0.00?
Posted: Thu Dec 15, 2005 10:59 pm
by SwiftyMUSE
Which zip?
Posted: Thu Dec 15, 2005 11:12 pm
by Warauinu
Todays revision A that said was fixed. Haven't had a chance to compile B yet, but will try that a little later also now.
Posted: Fri Dec 16, 2005 2:34 am
by Warauinu
Ok Compiled revision B for the day and in that zip it is fixed.
Thanks.
Re: item timer / ready to cast
Posted: Fri Jun 27, 2025 3:57 pm
by xyilla
Re: item timer / ready to cast
Posted: Fri Jun 27, 2025 3:58 pm
by xyilla