/if ((${HealType.Equal[Tank]} && ${Spawn[${M_Assist}].ID} && ${Spawn[${M_Assist}].PctHPs}<=${TankHeal}) || (${HealType.Equal[Group]} && ${Group.Member[${j}].ID} && ((!${Group.Member[${j}].Name.Equal[${PullPC}]} && (${Select[${Group.Member[${j}].Class.ShortName},CLR,DRU,SHM,ENC,MAG,NEC,WIZ]} && ${Group.Member[${j}].PctHPs}<=${CasterHeal}) || (${Select[${Group.Member[${j}].Class.ShortName},BER,BRD,BST,MNK,PAL,RNG,ROG,SHD,WAR]} && ${Group.Member[${j}].PctHPs}<=${MeleeHeal})) || (${Group.Member[${j}].Name.Equal[${PullPC}]} && ${Group.Member[${j}].Distance}<${HealPullerDistance} && ${Group.Member[${j}].State.NotEqual[feign]}))) || (${HealType.Equal[Pet]} && ${Group.Member[${j}].Pet.ID} && ${Group.Member[${j}].Pet.PctHPs}<=${PetHeal})) { /if (${Me.CurrentMana}<${Spell[${SpellHeal}].Mana}) {
to this.
/if ((${HealType.Equal[Tank]} && ${Spawn[${M_Assist}].ID} && ${Spawn[${M_Assist}].PctHPs}<=${TankHeal}) || (${HealType.Equal[Group]} && ${Group.Member[${j}].ID} && ((!${Group.Member[${j}].Name.Equal[${PullPC}]} && (${Select[${Group.Member[${j}].Class.ShortName},CLR,DRU,SHM,ENC,MAG,NEC,WIZ]} && ${Group.Member[${j}].PctHPs}<=${CasterHeal}) || (${Select[${Group.Member[${j}].Class.ShortName},BER,BRD,BST,MNK,PAL,RNG,ROG,SHD,WAR]} && ${Group.Member[${j}].PctHPs}<=${MeleeHeal})) || (${Group.Member[${j}].Name.Equal[${PullPC}]} && ${Group.Member[${j}].Distance}<${HealPullerDistance} && ${Group.Member[${j}].State.NotEqual[feign]}))) || (${HealType.Equal[Pet]} && ${Group.Member[${j}].Pet.ID} && ${Group.Member[${j}].Pet.PctHPs}<=${PetHeal})) {
/if (${Me.CurrentMana}<${Spell[${SpellHeal}].Mana}) {
that stopped my healing loop.
Edit
On a side note, if you are using the plugin MQ2Cast the Spell_Routines.inc is not needed. Also if you are playing on the live servers ninjadvloot.inc is not needed with the advloot ingame window. ATM Im working on figuring out why Unity is not being cast. I will post an update when/if I can figure it out.
Edit 2
the fix for group unity is around line 2353 and looks like this;
/if (${i}<=1 && ${Select[${buffKey},bgo,bg]}) || (${i}<=4 && !${Me.Buff[${TheBuff}].ID})) {
it should read like this;
/if (${i}<=1 && ${Select[${buffKey},bgo,bg]}) || (${i}<=4 && !${Me.Buff[${TheBuff}].ID}) {
*I posted this on the 'macroquest2' vip website and got no response in the past week. However, I figure since this is a Maskoi macro all adjustments, updates should be posted here. I hope this helps.
to this.
/if ((${HealType.Equal[Tank]} && ${Spawn[${M_Assist}].ID} && ${Spawn[${M_Assist}].PctHPs}<=${TankHeal}) || (${HealType.Equal[Group]} && ${Group.Member[${j}].ID} && ((!${Group.Member[${j}].Name.Equal[${PullPC}]} && (${Select[${Group.Member[${j}].Class.ShortName},CLR,DRU,SHM,ENC,MAG,NEC,WIZ]} && ${Group.Member[${j}].PctHPs}<=${CasterHeal}) || (${Select[${Group.Member[${j}].Class.ShortName},BER,BRD,BST,MNK,PAL,RNG,ROG,SHD,WAR]} && ${Group.Member[${j}].PctHPs}<=${MeleeHeal})) || (${Group.Member[${j}].Name.Equal[${PullPC}]} && ${Group.Member[${j}].Distance}<${HealPullerDistance} && ${Group.Member[${j}].State.NotEqual[feign]}))) || (${HealType.Equal[Pet]} && ${Group.Member[${j}].Pet.ID} && ${Group.Member[${j}].Pet.PctHPs}<=${PetHeal})) {
/if (${Me.CurrentMana}<${Spell[${SpellHeal}].Mana}) {
that stopped my healing loop.
Edit
On a side note, if you are using the plugin MQ2Cast the Spell_Routines.inc is not needed. Also if you are playing on the live servers ninjadvloot.inc is not needed with the advloot ingame window. ATM Im working on figuring out why Unity is not being cast. I will post an update when/if I can figure it out.
Edit 2
the fix for group unity is around line 2353 and looks like this;
/if (${i}<=1 && ${Select[${buffKey},bgo,bg]}) || (${i}<=4 && !${Me.Buff[${TheBuff}].ID})) {
it should read like this;
/if (${i}<=1 && ${Select[${buffKey},bgo,bg]}) || (${i}<=4 && !${Me.Buff[${TheBuff}].ID}) {
*I posted this on the 'macroquest2' vip website and got no response in the past week. However, I figure since this is a Maskoi macro all adjustments, updates should be posted here. I hope this helps.

