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applying dot effects

stewiethecat

Member
Joined
Feb 4, 2011
Messages
454
I have noticed on all of the routines i have used, Dot effects do not apply if someone else has the same Dot effect on a target, was just wondering if this is a known issue, or maybe something missing from routine scripts?
anyone else having this issue?
 
Have not been able to reproduce it with the default CR. If your using a modified one then its up to the developer to use the proper api.
 
ahh man that sucks... I have a level 50 Summoner profile i would like to release, but i cant till this gets figured out. Unfortunately this issue is beyond my knowledge of writing CRs, if anyone can help, would be much appreciated, i know there are a few of us looking to find an answer to this. thanks
 
Just look at what the default archer does for applying venomous bite

Apply("Venomous Bite")
 
that worked but, seems to reaply the dots over and over, before the duration of the dot is finished, heres what im working with

Apply("Bio II"),
Apply("Miasma"),
Apply("Bio"),
Cast("Energy Drain", r => Core.Player.HasAura ("Aetherflow") && Core.Player.CurrentManaPercent <= 25),
Cast("Bane", r => Core.Player.HasAura ("Aetherflow") && EnemiesNearTarget(7) > 0 && Core.Target.HasAura("Bio II") && Core.Target.HasAura("Miasma") && Core.Target.HasAura("Bio"), r => Core.Target),
Cast("Fester", r => Core.Player.HasAura ("Aetherflow") && Core.Target.HasAura("Bio II") && Core.Target.HasAura("Miasma") && Core.Target.HasAura("Bio"), r => Core.Target),
Cast("Ruin", r => true),
Cast("Ruin II", r => true)

Was using something like,

Apply("Bio II", r => !Core.Target.HasAura("Bio II")),

thats where i was getting the problem of not being able to reapply dots with multiple summoners on the same target
 
that worked but, seems to reaply the dots over and over, before the duration of the dot is finished, heres what im working with

Apply("Bio II"),
Apply("Miasma"),
Apply("Bio"),
Cast("Energy Drain", r => Core.Player.HasAura ("Aetherflow") && Core.Player.CurrentManaPercent <= 25),
Cast("Bane", r => Core.Player.HasAura ("Aetherflow") && EnemiesNearTarget(7) > 0 && Core.Target.HasAura("Bio II") && Core.Target.HasAura("Miasma") && Core.Target.HasAura("Bio"), r => Core.Target),
Cast("Fester", r => Core.Player.HasAura ("Aetherflow") && Core.Target.HasAura("Bio II") && Core.Target.HasAura("Miasma") && Core.Target.HasAura("Bio"), r => Core.Target),
Cast("Ruin", r => true),
Cast("Ruin II", r => true)

Was using something like,

Apply("Bio II", r => !Core.Target.HasAura("Bio II")),

thats where i was getting the problem of not being able to reapply dots with multiple summoners on the same target

Mine is very basic atm, it only applies them when the dots run out.

Apply("Bio II"),
Apply("Miasma"),
Apply("Bio"),
Cast("Fester",r=> true && Core.Player.CurrentTarget.HasAura("Bio", true) && Core.Player.CurrentTarget.HasAura("Bio II", true) && Core.Player.CurrentTarget.HasAura("Miasma", true)),
Cast("Ruin", r => true)
 
if you want it to cast BEFORE running out, then you need to rewrite the entire statement with an || (or) to calculate time left, if already applyed.
 
Mine is very basic atm, it only applies them when the dots run out.

Apply("Bio II"),
Apply("Miasma"),
Apply("Bio"),
Cast("Fester",r=> true && Core.Player.CurrentTarget.HasAura("Bio", true) && Core.Player.CurrentTarget.HasAura("Bio II", true) && Core.Player.CurrentTarget.HasAura("Miasma", true)),
Cast("Ruin", r => true)

exaccuss have you tried this with other summoner dots on the same target?
 
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