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!
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].