As it is now it cast the aspect again even if it is present.
Not spamming...just casting because it's told to do so.
You need a check to see if it is present in each routine (somehow)
private void AuraSwap(String Aura)
{
if (!isAuraActive(Aura) && CanCast(Aura))
{
Cast(Aura);
}
}
0.0.5.1:
It's a very minor improvement (at least in an audible way). Changing the aspect leads to a "whistle noise" and with 0.0.5 you've heard that constantly (at least once a second). With 0.0.5.1 it's more like once in 1,5 seconds *g* but it's still changing the aspect over and over again (and reapplying the same several times).
Unfortunately, I can't provide any botting account, I'm doing it all on my main ;(
if (!Me.IsMoving && Me.Combat && !Me.HasAura("Aspect of the Hawk") && CanCast("Aspect of the Hawk"))
{
Cast("Aspect of the Hawk");
}
else if (Me.IsMoving && Me.Combat && !Me.HasAura("Aspect of the Fox") && CanCast("Aspect of the Fox"))
{
Cast("Aspect of the Fox");
}
else if (Me.FocusPercent <= 50)
{
//AuraSwap("Aspect of the Fox");
cctc("Rapid Fire");
Cast(Target, "Steady Shot");
}
[18:09:11:396] Rapid Fire
[18:09:11:398] Spell_C::CastSpell(3045, 0, 0xF1307F9A0000700D, 0) [13]
[18:09:11:410] Steady Shot@Training Dummy Distance: 25
[18:09:11:413] Spell_C::CastSpell(56641, 0, 0xF1307F9A0000700D, 0) [14]
[18:09:11:551] Rapid Fire
[18:09:11:553] Spell_C::CastSpell(3045, 0, 0xF1307F9A0000700D, 0) [15]
[18:09:11:565] Steady Shot@Training Dummy Distance: 25
[18:09:11:568] Spell_C::CastSpell(56641, 0, 0xF1307F9A0000700D, 0) [16]
[18:09:11:721] Rapid Fire
[18:09:11:724] Spell_C::CastSpell(3045, 0, 0xF1307F9A0000700D, 0) [17]
[18:09:11:736] Steady Shot@Training Dummy Distance: 25
[18:09:11:738] Spell_C::CastSpell(56641, 0, 0xF1307F9A0000700D, 0) [18]
[18:09:11:879] Rapid Fire
[18:09:11:882] Spell_C::CastSpell(3045, 0, 0xF1307F9A0000700D, 0) [19]
[18:09:11:893] Steady Shot@Training Dummy Distance: 26
[18:09:11:895] Spell_C::CastSpell(56641, 0, 0xF1307F9A0000700D, 0) [20]
[18:09:12:055] Rapid Fire