This is not due to VGA nor a miss-configuration of yours. It may require some work around. The problem is that the Name of the "Spell" is not the same as the buff it gives "Endowment of Divinity XX" while the strike is called "Maul of Divinity XX". While it may be a better option then using the GUI- I would recommend making your own Custom files as then you can configure just about everything, percentages etc. Downside? You need to learn the darned LavishScript language (Which is an absolute mess if you know how to program in proper languages. (God, Calling functions not using Call(vars); took me a while to realize. Not to mention, You don't use any sort of line breakers!) but that aside, once you learn it it's pretty nifty I'll admit.Additionally, this may just be a configuration thing on my end, I don't know, but on my cleric when I have Maul of Divinity in combat melee buffs, she spams it constantly and doesn't ever use any of the other melee abilities. I've since included it in the melee sequence and its at least firing off and using the other abilities in the list.
if !${Me.Effect[Endowment of Divinity IV](exists)}
{
call checkabilitytocast "Maul of Divinity IV"
if ${Return}
{
call executeability "Maul of Divinity IV" "Attack" "Both"
}
}
Well I don't want to get you all in trouble by doing something that is way over balanced but.... I did have my own private script that would actually let you jump on your flying mount and do a named run without having to move them yourself. Obviously you can use it to move just about anywhere on your flying mounts.Howdy MMO have not seen you in quite a while.. Been in contact with Zandros lately but he kinda busy with RL stuff.. Thanks for VGA. Do you have any plans on adding its own way points? I used to run kbot and VGA together but usually it will crash due to forest run..So now i just run KBOT and my g15 keyboard =) WB hope you stay and make more great scripts...
He is right. Basically I put in a fail safe in VGA. If all else fails just make your own little script for how you want your person to cast and such. Here is something i wrote awhile ago to help you get started. http://www.isxgames.com/forums/showthread.php/3898-Scripting-Basics!...You can solve the Maul issue with custom files quite easily.
EDIT:
Providing an example you can add in "CLS_Cleric.iss" in the function "Cleric_Combat". Save. Reload VGA in game. Now check "Custom Class Combat" in the mainpage.
Code:if !${Me.Effect[Endowment of Divinity IV](exists)} { call checkabilitytocast "Maul of Divinity IV" if ${Return} { call executeability "Maul of Divinity IV" "Attack" "Both" } }
Ya i see that i used the old sprint[50] trick to slow you down a bit. Are you using natural autofollow or using the script to auto? When i did it, i would always use the natural one.another issue on top of the ones mentioned, there are times, typically when going to assist harvesting a node or moving to attack a mob, some times the toon using vga will enter a /walk pose and wont ever break out of it. I did some digging on here and someone else had this problem a couple of years back and he had some code to force a pose check and do VGExecute /run if the toon was walking. I don't have a clue how to implement that code. this doesn't happen all of the time but its enough to be extremely annoying...
I remember why I only put that check in when you drop or invite. It was because many people that i play with were mindful of scripts and seeing a toon buff them the very second they get in group was a little hard to swallow. I can likely load up and see what i can fix with groups.Well, I would suggest reading the posts I've posted already, none of which got any replies at all sadly... Other then that, I would say to solve the group related buffing issue.
Smaller bugs I've noticed though are little things like function buffup using < or > which for whatever failed on me. Replaced that with ${Me.IsGrouped} instead. bool GroupNeedsBuffs only triggers during group drop/invite- I removed that completely. Instead It does a group scan to target each person (Checking if buffs exists), this is useful as not all buffs are groupcast. The group buff button is trashed at this moment. It will cast the first spell in list. (Issue being it does not care about cooldown). One solution is to add a simple wait 150 but it slows down too much. I was going to fix this but after doing what I previously mentioned about groupscanning for buffs seemed obsolete...
But if you look past that, I'd say It's still quite functional to this very day. If you'd like to know about other areas that may need a look at be my guest and just ask
@Amadeus: Have you had a chance to look at the bugs/requests? Would be nice if thous are something to add/fix in the near future...