/call MezTimerCheck ${vID}
/if (${Macro.Return.Equal[FALSE]}) {
/varset retValue FALSE
} else /if (${Spawn[${vID}].Moving}) {
/call EchoLog "${Spawn[${vID}].CleanName} | ${vID} does not seem to be mezzed because it's moving" TRUE
/varset retValue FALSE
} else /if (!${Select[${Spawn[${vID}].Animation}, 26, 32, 71, 72, 110, 111]}) {
/call EchoLog "${Spawn[${vID}].CleanName} | ${vID} does not seem to be mezzed based on it's animation" TRUE
/varset retValue FALSE
} else {
/call timer inspect ${vID} NULL NULL
/if (${Me.LAInspectBuffs} && ${Macro.Return.Equal[FALSE]} && !${Me.Combat}) {
/squelch /target ID ${vID}
/delay 1s ${Target.ID}==${vID}
/delay 2s ${Target.BuffCount}
/call timer inspect ${vID} 30s NULL
/if (${Target.Buff[${mezSong}].ID} && ${Target.Buff[${mezSong}].Duration.TotalSeconds} > 5) {
/varset retValue TRUE
} else {
/call EchoLog "${Spawn[${vID}].CleanName} | ${vID} does not seem to be mezzed based on it's buff list using leadership ability inspect buffs" TRUE
/varset retValue FALSE
}
}
}