no haven't found an solution yet
i think something could be possible - i looked into the srs code, and it looks like it is realized to cast for a certain amount of time, i try to explain a bit what i think the code does. Not yet sure how this could be adopted for channeling spells, because i think it is working by counting the raging skulls...
if (_summonRagingSpiritSlot != -1 &&
_summonRagingSpiritStopwatch.ElapsedMilliseconds >
OldRoutineSettings.Instance.SummonRagingSpiritDelayMs)
Code above simple checks if you got SRS equiped, if the Stopwatch is running longer then the configuredn SRS Delay
{
var skill = LokiPoe.InGameState.SkillBarHud.Slot(_summonRagingSpiritSlot);
var max = skill.GetStat(StatTypeGGG.NumberOfRagingSpiritsAllowed);
if (skill.NumberDeployed < max && skill.CanUse())
{
get the maximum of allowed SRS, check if more SRS are deployed a allowed and if the skill can be used.
++_summonRagingSpiritCount;
add to SRS Count
await Coroutines.FinishCurrentAction();
i dont know what this does?
var err1 = LokiPoe.InGameState.SkillBarHud.UseAt(_summonRagingSpiritSlot, false, targetPosition);
i dont know what variable err1 is doing
if (_summonRagingSpiritCount >=
OldRoutineSettings.Instance.SummonRagingSpiritCountPerDelay)
{
_summonRagingSpiritCount = 0;
_summonRagingSpiritStopwatch.Restart();
}
here is the stop algorythm, if there are more Raging Spirits as configured allowed per Delay, Count is resetet and Stopwatch is goes to Restart.
As stated, the problem is the reset mechanism works by counting skulls per delay, this will not be possible for a channeling spell. So question would be if it would be possible to have the routine running for a fixed amount of time (2 seconds or whatever)