Hey all tryign to get a buff loop runnign but it seems I have somehtign really really messed up.
It look at the BuffGroupset no prolem and i knwo it worked as I have it click buff, then click again it cast the next buff so, in my horrible wisdom decided it would be better if I coudl one click it and have it run through the whole set. Well this is where my problem is now it just casts the first one over and over looping oforeever and it wont stop, even on pausing the script.
All it is essentially is a button on my script GUI that will buff the defensive target I have targetted witht he list of buffs I have set up in my buffs sections.
I am kinda lost on why I messed it up here, or at least its look sliek it shoudl work.. the only catch is the buff list wont always be the same length so using a statci run thorugh X times woudlnt work, I thought the iterator woudl start at the first and go till there was no more and at that time stop this loop.
Any suggestion or help would be appreciated.
It look at the BuffGroupset no prolem and i knwo it worked as I have it click buff, then click again it cast the next buff so, in my horrible wisdom decided it would be better if I coudl one click it and have it run through the whole set. Well this is where my problem is now it just casts the first one over and over looping oforeever and it wont stop, even on pausing the script.
All it is essentially is a button on my script GUI that will buff the defensive target I have targetted witht he list of buffs I have set up in my buffs sections.
Code:
function BuffPlayer(string target2buff)
{
Pawn[${target2buff}]:Target
wait 10
do
{
variable iterator anIter
setConfig.FindSet[BuffGroup]:GetSettingIterator[anIter]
anIter:First
if ${Me.Ability[${anIter.Key}].IsReady} && !${Me.TargetDebuff[${anIter.Key}](exists)} && !${Me.Effect[${anIter.Key}](exists)}
{
call DebugIt "Casting Buff: ${anIter.Key}"
Me.Ability[${anIter.Key}]:Use
call MeCasting
}
anInter:Next
}
while ( ${anIter.Key(exists)} )
}
Any suggestion or help would be appreciated.
Last edited: