TLDR: Update your
Please, pardon the inconvenience:
There will be an update shortly that will change how AA spells with a cast time are handled; they will be processed the same way that spells currently are (with the
Because of this, two new variables have been added to
As a result, unless that third variable is passed as true, any AA in
[CODE lang="Lua" title="List of Affected AA (For easy copy/paste/replace)"]
-- Before (CLR):
Casting.UseAA("Blessing of Resurrection", corpseId)
- -After:
Casting.UseAA("Blessing of Resurrection", corpseId, true, 1)
-- Before (DRU/SHM):
Casting.UseAA("Call of the Wild", corpseId)
-- After:
Casting.UseAA("Call of the Wild", corpseId, true, 1)
-- Before (DRU/SHM):
Casting.UseAA("Rejuvenation of Spirit", corpseId)
-- After:
Casting.UseAA("Rejuvenation of Spirit", corpseId, true, 1)
-- Before (NEC):
Casting.UseAA("Convergence", corpseId)
-- After:
Casting.UseAA("Convergence", corpseId, true, 1)
-- Before (PAL):
Casting.UseAA("Gift of Resurrection", corpseId)
-- After:
Casting.UseAA("Gift of Resurrection", corpseId, true, 1)
[/CODE]
If you *haven't* taken a look at the default class config's Rez function in a while, you may want to, as it underwent a revamp last week and is definitely improved.
DoRez function in your custom config!Please, pardon the inconvenience:
There will be an update shortly that will change how AA spells with a cast time are handled; they will be processed the same way that spells currently are (with the
WaitCastFinish() function). This will allow us to have some of the same monitoring/cancel features (such as out-of-range checks, target death checks, and retry attempts) that we currently have on spell casts.Because of this, two new variables have been added to
UseAA : UseAA(aaName, targetID, bAllowDead, retryCount)As a result, unless that third variable is passed as true, any AA in
DoRez will stopcast.[CODE lang="Lua" title="List of Affected AA (For easy copy/paste/replace)"]
-- Before (CLR):
Casting.UseAA("Blessing of Resurrection", corpseId)
- -After:
Casting.UseAA("Blessing of Resurrection", corpseId, true, 1)
-- Before (DRU/SHM):
Casting.UseAA("Call of the Wild", corpseId)
-- After:
Casting.UseAA("Call of the Wild", corpseId, true, 1)
-- Before (DRU/SHM):
Casting.UseAA("Rejuvenation of Spirit", corpseId)
-- After:
Casting.UseAA("Rejuvenation of Spirit", corpseId, true, 1)
-- Before (NEC):
Casting.UseAA("Convergence", corpseId)
-- After:
Casting.UseAA("Convergence", corpseId, true, 1)
-- Before (PAL):
Casting.UseAA("Gift of Resurrection", corpseId)
-- After:
Casting.UseAA("Gift of Resurrection", corpseId, true, 1)
[/CODE]
If you *haven't* taken a look at the default class config's Rez function in a while, you may want to, as it underwent a revamp last week and is definitely improved.

