Once
Sub DoWeMed is engaged (during post combat check/variable reset/check for adds/check for agro procedures) your pretty much locked into the medding process.
When you issue the "/chaseon" command all you are doing is changing the memory value for the ChaseAssist setting from 0 (inactive.. dont ChaseAssist) to 1 (active, ChaseAssist).
Your still going to sit there and med until you are finished.
Here is the exact loop you are in while medding:
Rich (BB code):
:wait_for_resume
/doevents
/if (${ReturnToCamp} && ${Math.Distance[${CampYLoc},${CampXLoc}]} > 10) {
/if (!${Me.Mount.ID} && ${Me.Sitting}) /stand
/call DoWeMove
}
/if (${Debug}) /echo DEBUG ${MedStat} ${MedStat1} ${MedStat2}
/delay 5
/call CheckCasting 50
/delay 5
/call WaitSubs
/if (!${MedCombat}) {
/call CheckForCombat 1 DoWeMed
/if (${AggroTargetID}) {
/if (${Med2On}) /varset MedStat ${MedStat1}
/varset Medding 0
/return
}
}
/if (${Me.Pct${MedStat}}<100) /goto :wait_for_resume
It looks for new event triggers for defined procedures (/doevents)
Checks if you need to ReturnToCamp.
Performs the CheckCasting subroutine.
Performs standard waiting subs.
Then checks your value for medding during combat or not (MedCombat).. and if you have that as 1 it will check if you are currently in a combat situation.
You stuck in that loop and do not even go to the ChaseAssist portion of the DoWeMove subroutine that actually checks your ChaseAssist value and performs the appropriate actions for it (check if the MA is out of range and move accordingly based on your ChaseDistance value).
So.. LONG story short.. YES... /chaseon isn't doing diddly squat for you.. cause you are locked into a medding cycle until you either are in combat, have agro, or finish medding.
As far as i know... Maskoi has it this way for a reason... but I could be wrong. I have to get his input as to if he has specific reasons for not checking if the MA took off and break med for it.
I'm going to change this ticket to "being investigated". Once i hear from lizardboy on this.. we will address it further (if the code needs to be altered).
But as far as if you absolutely want to do this... right now... then just make the following change for now.. should work.. have not tested it yet.
Rich (BB code):
:wait_for_resume
/doevents
/if (${ReturnToCamp} && ${Math.Distance[${CampYLoc},${CampXLoc}]} > 10) {
/if (!${Me.Mount.ID} && ${Me.Sitting}) /stand
/call DoWeMove
}
/if (${Debug}) /echo DEBUG ${MedStat} ${MedStat1} ${MedStat2}
/delay 5
/call CheckCasting 50
/delay 5
/call WaitSubs
/if (!${MedCombat}) {
/call CheckForCombat 1 DoWeMed
/if (${AggroTargetID}) {
/if (${Med2On}) /varset MedStat ${MedStat1}
/varset Medding 0
/return
}
}
/call DoWeMove
/if (${Me.Pct${MedStat}}<100) /goto :wait_for_resume
I can only assume at this point you might be doing a "roaming camp" scenario.. and this is messing you up.. but for now.. you have a partial answer and may have brought to attention either an issue for us to fix in production, or enlightened me as to the mad lizards mysterious and devious schemes.. lol
- - - Updated - - -
--- UPDATE ---
Just remembered... I'll probably get a "just tell them to use GroupWatchOn=1 on the MA's config so he don't go running off, and on whomever the puller is.. to not start pulls until peoples mana/end are good from medding" response from Maskoi....
GroupWatchOn=0/1/2 - Off/Entire group/Healers only - Clerics, druids and shammys. Toon will stop and med when group members get below 20 Mana/Endurance and resume when they med to 90%.
Make sure all the toons that have GroupWatchOn are set to the same value for MedStart on all toons... otherwise you may encounter issues with things.
- - - Updated - - -
still trying to touch base with maskoi on this.. but in the meantime, please try the GroupWatchOn=1 change suggested on puller and MA... and have all toons set to same MedStart value.
Report back plz.