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Bug - Only one weave casting

Scrublike

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Jun 3, 2016
RedCents
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I have added a simple variable Rollburn that I can toggle and then test in conditions. I use this to keep burn rolling, popping discs and AA as they top which is required by most EoK raids it seems
 
Cut down to bare essentials, this will duplicate the bug


Rich (BB code):
[DPS]
DPSOn=1
DPSMeter=0
DPSSkip=0
DPSInterval=1
DPS1=Force of Elements|100|weave
DPS2=Firebound Orb III|100|weave
DebuffAllOn=0
DPSSize=25
DPS3=NULL
DPS4=NULL
DPS5=NULL
DPS6=NULL
DPS7=NULL
DPS8=NULL
DPS9=NULL
DPS10=NULL
DPS11=NULL
DPS12=NULL
DPS13=NULL
DPS14=NULL
DPS15=NULL
DPS16=NULL
DPS17=NULL
DPS18=NULL
DPS19=NULL
DPS20=NULL
DPS21=NULL
DPS22=NULL
DPS23=NULL
DPS24=NULL
DPS25=NULL

Rich (BB code):
[DPS]
DPSCOn=0
DPS1=Force of Elements|100|weave
DPSCond1=TRUE
DPS2=Firebound Orb III|100|weave
DPSCond2=TRUE
DPS3=NULL
DPSCond3=FALSE
DPS4=NULL
DPSCond4=FALSE
DPS5=NULL
DPSCond5=FALSE
DPS6=NULL
DPSCond6=FALSE
DPS7=NULL
DPSCond7=FALSE
DPS8=NULL
DPSCond8=FALSE
DPS9=NULL
DPSCond9=FALSE
DPS10=NULL
DPSCond10=FALSE
DPS11=NULL
DPSCond11=FALSE
DPS12=NULL
DPSCond12=FALSE
DPS13=NULL
DPSCond13=FALSE
DPS14=NULL
DPSCond14=FALSE
DPS15=NULL
DPSCond15=FALSE
DPS16=NULL
DPSCond16=FALSE
DPS17=NULL
DPSCond17=FALSE
DPS18=NULL
DPSCond18=FALSE
DPS19=NULL
DPSCond19=FALSE
DPS20=NULL
DPSCond20=FALSE
DPS21=NULL
DPSCond21=FALSE
DPS22=NULL
DPSCond22=FALSE
DPS23=NULL
DPSCond23=FALSE
DPS24=NULL
DPSCond24=FALSE
DPS25=NULL
DPSCond25=FALSE
 
If keeping DPS=1:

Either change second weave to fire at 99% mob health... OR CHange dps to DPS=2 and keep both at 100%

[DPS] Settings in Kissassist_ToonName.ini
DPSOn =0/1/2- Off/On cast normal by mob % health/On cast in absolute descending order of mob health % tag. This will cast every spell with a health tag. Prevents skipping spells that may occur when mobs die to fast. When set to 2, Mob HP % is only used to prioritize cast line-up


Let me know


Rich (BB code):
[DPS]
DPSOn=1
DPSMeter=0
DPSSkip=0
DPSInterval=1
DPS1=Force of Elements|100|weave
DPS2=Firebound Orb III|99|weave

or

Rich (BB code):
[DPS]
DPSOn=2
DPSMeter=0
DPSSkip=0
DPSInterval=1
DPS1=Force of Elements|100|weave
DPS2=Firebound Orb III|100|weave


Also.... as a note to the code...

WEAVE itself only fires when you are in spell cooldown.....

So you have to have fired off a spell already WITH a cooldown timer on it already.. else.. weave will not fire....

Weave
This argument is used to "weave" in non cooldown timer based spells/clickies while cooldown spells refresh.



Rich (BB code):
            | Only cast spells with weave tag during global cooldown
            /if (${WeaveArray.Size}>=1 && ${Me.SpellInCooldown}) {
                /call WeaveStuff ${DPSTargetID}
                /varset WeaveCheck 1
                /goto :skipcast
            } else {
                /call CastWhat "${DPSPart1}" ${DPSTargetID} DPS
            }


I note this because its obvious you just posted an example of your dps section from toon ini..... if this were actually the dps sectin.. it would never run... since no spell with a cooldown timer was cast yet... and weave only fires while in spell cooldown mode.
 
Point taken about cooldown. Tried changing the % health and it still did the same, would only cast 1 weave.

I did find a bug in the code that fixed it, but doesn't explain it =) Very annoying, makes no sense but the code was broken anyway so here u go:

Line 1753
Rich (BB code):
                        /call CastWhat "${WeaveArray[${i}]}" ${TarID}
                        /if (${Macro.Return.Equal[CAST_SUCCESS]})  /echo -- Weaving ${WeaveArray[${i}]}

That never succeeded, it never returned CAST_SUCCESS so you never saw "Weaving blah" which I had noticed.

Change the call to CastWhat to:

Rich (BB code):
                        /call CastWhat "${WeaveArray[${i}].Arg[1,|]}" ${TarID}
                        /if (${Macro.Return.Equal[CAST_SUCCESS]})  /echo -- Weaving ${WeaveArray[${i}].Arg[1,|]}

Now CastWhat does return CAST_SUCCESS and u see the weave echo

Why this fixes my issue, i'm fucked if I know but it does.

EDIT: AH I see I think, it's cast Firebound Orb as a spell, not a weave. It only tried to weave the Orb once, then stuck to weaving Force of Elements. It's still casting both now, but i'm only seeing the weave message for Force now. Still something wrong
 
Not sure how the hell weave was ever working if the first argument of the array (the item name) was never being properly passed.

Fix will be in 10.0.4, but it will be a parameter declare and varset.


Replace the entire SUB: WeaveStuff with the following.


Rich (BB code):
| -------------------------------------------------------------------------------------
| SUB: WeaveStuff
| -------------------------------------------------------------------------------------    
    Sub WeaveStuff(TarID)
        /declare i int local
        /declare DPSat1 int Local 0
        /declare DPSWeaveSpell string local 
        /for i 1 to ${WeaveArray.Size}
            /varset DPSat1 ${Int[${WeaveArray[${i}].Arg[2,|]}]}
            /varset DPSWeaveSpell ${WeaveArray[${i}].Arg[1,|]}
            /if (${Debug}) /echo \at Cast DPSWeaveSpell:(${DPSWeaveSpell}) at (${DPSat1}%) \agLine#: ${Macro.CurLine}
            /if (${DPSat1}==0) /return 
            /if (!${ConditionsOn} || !${DPSCOn} || ${If[${WeaveCond[${i}]},1,0]}) {
                /if (${Me.AltAbilityReady[${WeaveArray[${i}].Arg[1,|]}]} || ${Me.ItemReady[${WeaveArray[${i}].Arg[1,|]}]} || ${Me.CombatAbilityReady[${WeaveArray[${i}].Arg[1,|]}]} ||  ${Me.AbilityReady[${WeaveArray[${i}].Arg[1,|]}]}) {
                    /if (${Spawn[${TarID}].PctHPs}<=${DPSat1}) {
                        /call CastWhat "${DPSWeaveSpell}" ${TarID}
                        /if (${Macro.Return.Equal[CAST_SUCCESS]})  /echo -- Weaving: ${DPSWeaveSpell}
                        /return 1
                    }
                } 
            }
        /next i
    /return 0
 
Bug - Only one weave casting

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