What's new
  • Visit Rebornbuddy
  • Visit Panda Profiles
  • Visit LLamamMagic
  • Visit Resources
  • Visit Downloads
  • Visit Portal
RebornBuddy Forums

Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

Spellsurge isn't working as designed/intended

walter

Active Member
Joined
Jun 25, 2012
Messages
1,112
Seems the value for spellsurge is set to zero. I cannot get it to work correctly in any routine. Its either on or off I can't manage it like a real player would. Turning off for quick draw and then activating for important abilities.
 
if ((Me.InnateResource == 0) && await CastAny("Ignite"))
return true;


It doesn't work. Seems to never fail etc
 
I'm not sure exactly what you're trying to do?

Spell Surge is a "buff" on the player (toggled on and off by casting Spell Surge itself)

Code:
            // Turn on or maintain Spell Surge            if (!Me.HasBuff("Spell Surge") && await Cast("Spell Surge"))
                return true;
 
So I just have to look for the buff. Me.InnateResource doesn't work for spellsurge? Does it have values in wildbuddy that it follows. Since I want during quick draw not to use spellsurge always but when I have extra. So I can make it play as a perfect human would.


If I can get values on it would be AWESOME!
 
Last edited:
Well, Spell Surge itself is just a self-buff. You turn it on, or off. So you need to check for it as a buff.

Code:
if (!Me.HasBuff("Spell Surge") && await Cast("Spell Surge"))

I think you're asking about Spell Power? If so, I'm pushing a build in a few moments to add a new wrapper property (SpellPower). In the meantime, you can test with using player.Resources[4].
 
Well, Spell Surge itself is just a self-buff. You turn it on, or off. So you need to check for it as a buff.

Code:
if (!Me.HasBuff("Spell Surge") && await Cast("Spell Surge"))

I think you're asking about Spell Power? If so, I'm pushing a build in a few moments to add a new wrapper property (SpellPower). In the meantime, you can test with using player.Resources[4].


Yea if you add that would be awesome. Thank you very much.
 
Back
Top