Open n00bsteam opened 10 months ago
Can you let me know what you mean by it will be called? You mean it will go through the spells in the APL even if not given the APL:Execute() function in the module sync?
Is it being ran somewhere else?
You mean it will go through the spells in the APL even if not given the APL:Execute() function in the module sync?
Yes.
Is it being ran somewhere else?
No.
Could you please attempt to reproduce this on your machine with no other products loaded? I've included a sample rotation below that should make it easy to isolate the issue.
local Unlocker, Caffeine = ...
local Module = Caffeine.Module:New("attempt");
local Player = Caffeine.UnitManager:Get("player");
local None = Caffeine.UnitManager:Get("none");
local blood_boil = Caffeine.Globals.SpellBook:GetSpell(50842);
local DefaultAPL = Caffeine.APL:New("default");
DefaultAPL:AddSpell(
blood_boil:CastableIf(function(self)
return self:IsKnownAndUsable()
end):SetTarget(None)
);
Module:Sync(function()
if Player:IsAffectingCombat() then
DefaultAPL:Execute()
end
end);
Caffeine:Register(Module);
Steps:
If you cannot reproduce with this, I will need to see the relevant code so I can debug it.
Perhaps I expressed myself incorrectly, the bug is in the following code:
local Unlocker, Caffeine = ...
local Module = Caffeine.Module:New("attempt");
local Player = Caffeine.UnitManager:Get("player");
local None = Caffeine.UnitManager:Get("none");
local blood_boil = Caffeine.Globals.SpellBook:GetSpell(50842);
local path_of_frost = Caffeine.Globals.SpellBook:GetSpell(3714);
local DefaultAPL = Caffeine.APL:New("default");
local blablaAPL = Caffeine.APL:New("blabla");
blablaAPL:AddSpell(
path_of_frost:CastableIf(function(self)
return self:IsKnownAndUsable()
end):SetTarget(None)
);
DefaultAPL:AddSpell(
blood_boil:CastableIf(function(self)
return self:IsKnownAndUsable()
end):SetTarget(None)
);
Module:Sync(function()
if Player:IsAffectingCombat() then
DefaultAPL:Execute()
end
end);
Caffeine:Register(Module);
Path of Frost will be casts instant after module enabled
As soon as the US servers are back up I will test this - thank you.
That's weird thing, sure it must not work so.
Moved this from discord ticket (already closed it there)