This issue could be fixed by having chars that are skilled enough to not fizzle spells, but wanted to point out that this loop happens when that isn't the case.
Is there a fizzle check in cast.lua ? I saw the below had some logic for interrupts but didn't see the CAST_FIZZLE return specifically mentioned
while casting.isCasting() do
if not spell.NoInterrupt then
if interruptCheck and interruptCheck(currentMana, pctMana) then
casting.interrupt()
state.actionTaken = true
return casting.CastReturn.CAST_INTERRUPTFORHEAL
end
end
if spell.SpellType == 'Detrimental' and spell.TargetType ~= 'PB AE' then
local isCorpse = mq.TLO.Target.Type() == 'Corpse'
if isCorpse then
casting.interrupt()
return casting.CastReturn.CAST_INTERRUPTED
end
end
mq.delay(50)
--if state.paused then
-- casting.interrupt()
-- return casting.CastReturn.CAST_INTERRUPTED
--end
if mq.TLO.Me.Invis() then
return casting.CastReturn.CAST_INVIS
end
end
This issue could be fixed by having chars that are skilled enough to not fizzle spells, but wanted to point out that this loop happens when that isn't the case.
Is there a fizzle check in cast.lua ? I saw the below had some logic for interrupts but didn't see the CAST_FIZZLE return specifically mentioned