Hi all, two quick questions Is there a way to add to the combat routines certain spells that will be interupt when that are seen being cast? (e.g healing spells) but also use the full rotation of interrupts that each toon has efficiently, so if you take for example the vanguard you could have a interrupt rotation something like 1. Riot Strike 2. cryo grenade 4. neural surge I have noticed that the combat routines has this code for the interrupts however i don't see it actually activating: Code: Spell.Cast("Riot Strike", ret => Me.CurrentTarget.IsCasting && !DefaultCombat.MovementDisabled), And in regards to tanking in PVP, is there a way to auto cast guard on a player that is taken damage? Thanks in advance for any advice!
The Code: !DefaultCombat.MovementDisabled means that it will only active when you're running a profile. Remove that and it'll activate all the time.
Thats worked! now is there any way to make neural surge activate only while in melee range while a spell is being cast. This is currently all i have: Code: new Decorator(ret => Me.ResourcePercent() > 40, new LockSelector( Spell.Cast("High Impact Bolt", ret => Me.HasBuff("Tactical Accelerator")), Spell.Cast("Hammer Shot", ret => Me.ResourceStat <= 60) )), Spell.Cast("Riot Strike", ret => Me.CurrentTarget.IsCasting), Spell.Cast("Cryo Grenade", ret => Me.CurrentTarget.IsCasting), Spell.Cast("Neural Surge", ret => Me.CurrentTarget.IsCasting && Me.CurrentTarget.Distance >= 1f && Me.CurrentTarget.Distance <= 3f), Will this work?
No, that's the opposite of what you want to do. Me.CurrentTarget.Distance >= 1f means that it will only activate when the target is MORE than 10 feet away from you. If you want melee range only use this: Code: Spell.Cast("Neural Surge", ret => Me.CurrentTarget.IsCasting && Me.CurrentTarget.Distance <= 0.4f),