Deathdisguise
Community Developer
- Joined
- Mar 7, 2015
- Messages
- 678
thats all we have to do..impale with punish+aw+ck
Every time a "return ________" line is called, it starts back at the top though, which is why I found it amusing.

thats all we have to do..impale with punish+aw+ck
/facepalm. I r a tard. I'm out of town till Monday. Will fix then. Our you can help me death and fix it for me[emoji4]Every time a "return ________" line is called, it starts back at the top though, which is why I found it amusing.You treated it like a rotation I suspect, haha
/facepalm. I r a tard. I'm out of town till Monday. Will fix then. Our you can help me death and fix it for me[emoji4]
Oh that's easy.Yeap! The code people submit doesn't have to be perfect, it's enough to give me a general idea of what needs to happen.![]()
Any updates death?starting on my engi now. Have no clue how to handle channel castsYeap! The code people submit doesn't have to be perfect, it's enough to give me a general idea of what needs to happen.![]()
Any updates death?starting on my engi now. Have no clue how to handle channel casts
if (SpellController.CanCast("Power Link") && Me.InnateResource >= 350 && !Me.HasBuff("Power Link"))
return "Power Link";
Looking for some feedback, trying to setup Warrior tanking build and having an issue with Power Link. I'm doing a check to determine if I have the buff, and if not and if KE is over 350, we're going to apply it... unfortunately it's being spammed on every global. It is an amp, am I handling amp buffs wrong - do they exist in some other space, I couldn't find one?
Code:if (SpellController.CanCast("Power Link") && Me.InnateResource >= 350 && !Me.HasBuff("Power Link")) return "Power Link";
Help would be appreciated.
Thanks.
didn't seem to work as: SpellController.BuffCount("Power Link") != 0
Perhaps I misunderstand the syntax, in this case now it doesn't cast it at all.
if (SpellController.HasAMP("WhateverItIsCalled"))
GameManager.Movement.Sprint(false);
if (SpellController.HasAMP("Kinetic Drive"))
GameManager.Movement.Sprint(false);
if (SpellController.CanCast("Power Link") && Me.InnateResource >= 350 && SpellController.BuffCount("Power Link") == 0)
return "Power Link";
if (Me.CurrentTarget != null && Me.CurrentTarget.HealthPercent >= 35 && Me.CurrentTarget.RankRaw >=5 && SpellController.CanCast("Stance: Onslaught") && SpellController.Cooldown("Tremor") > 3250 && SpellController.Cooldown("Rampage") > 4000)
return "Stance: Onslaught";
if (SpellController.CanCast("Whirlwind") && Me.InnateResource > 900)
return "Whirlwind";
latest update in the repo had whirlwind
Code:if (SpellController.CanCast("Whirlwind") && Me.InnateResource > 900) return "Whirlwind";
those are the requirements.
Indeed! It was added 2~(?) days ago! It's still a little iffy though, getting a wrap around channeled spells is a bit annoying.![]()