/if (${Tag1.Equal[crip]} && ${Target.Crippled.ID} && ${Tag2.NotEqual[always]}) {
/if (!${DBOList${i}.Find[|${DebuffTargetID}]}) /varset DBOList${i} ${DBOList${i}}|${DebuffTargetID}
/varset TempTimer ${Target.BuffDuration[${Target.Crippled.Name}].TotalSeconds}*10
/goto :SkipCast
}
/if (${Tag1.Equal[snare]} && ${Target.Snared.ID} && ${Tag2.NotEqual[always]}) {
/if (!${DBOList${i}.Find[|${DebuffTargetID}]}) /varset DBOList${i} ${DBOList${i}}|${DebuffTargetID}
/varset TempTimer ${Target.BuffDuration[${Target.Snared.Name}].TotalSeconds}*10
/goto :SkipCast
}
/if (${DebugCombat}) /echo \atDEBUGCOMBAT DebuffCast: DebuffTargetID: ${DebuffTargetID} Slowed: ${Target.Slowed.ID} Tashed: ${Target.Tashed.ID} Maloed: ${Target.Malod.ID} Crippled:${Target.Crippled.ID} Tag1: ${Tag1} Tag2: ${Tag2} \agLine#: ${Macro.CurLine}
}
/if (${HealsOn}) /call CheckHealth
| Wait here for a sec, your spell bar may still be in global cool down.
/if (${Me.SpellInCooldown}) {
/delay 5
}
/call CastWhat "${DebuffText}" ${DebuffTargetID} DebuffCast
/if (${DebugCombat}) /echo \atDEBUGCOMBAT DebuffCast: Return From CastWhat: ${Macro.Return} \agLine#: ${Macro.CurLine}
/if (${Macro.Return.Equal[CAST_RESIST]}) {
/echo ** ${DebuffText} on >> ${Spawn[${DebuffTargetID}].CleanName} << - RESISTED
/goto :SkipCast
}
/if (${Macro.Return.Equal[CAST_TAKEHOLD]}) {
/echo ** ${DebuffText} on >> ${Spawn[${DebuffTargetID}].CleanName} << - DID NOT TAKE HOLD
/varset TempTimer 3m
/goto :SkipCast
}
/if (${Macro.Return.Equal[CAST_IMMUNE]}) {
/echo ** ${Spawn[${DebuffTargetID}].CleanName} is IMMUNE to - ${DebuffText}
/if (!${DBOList${i}.Find[|${DebuffTargetID}]}) /varset DBOList${i} ${DBOList${i}}|${DebuffTargetID}
/varset TempTimer 3m
/goto :SkipCast
}
/if (${Macro.Return.Equal[CAST_SUCCESS]}) {
/echo ** Debuffing: ==> ${DebuffText} on >> ${Spawn[${DebuffTargetID}].CleanName} << DebuffTargetID: ${DebuffTargetID} Target: ${Target.ID} DBOList: ${DBOList${i}}
/if (!${DBOList${i}.Find[|${DebuffTargetID}]}) /varset DBOList${i} ${DBOList${i}}|${DebuffTargetID}
| Timers for items