Awesome! Looks like dots are working on my end now.
With the group health/mana check, is there a way to enable/disable it? It is a good check and I'd use it in some instances but like when I'm using it right now I really don't need to worry about either and am just getting spammed with group mana check started/finished and group health check started/finished?
Not saying I don't like the checks, just the spam bugs me but then again it's probably the ocd kickin in.
Just set them to 100 to disable them. I can remove the /cechob, my bad I meant to remove them. I'll post to previous upload to overwrite it.
Just set them to 100 but it didn't disable them. Tried 0 and that didn't work either. Got them set at 1 right now but for me I wasn't able to disable.
I said it completely backwards. Yep, was supposed to be 1 to make it not stop you. But I can create an additional INI entry tomorrow to fix it. IE: UseGroupHealthChk=TRUE
UseGroupManaChk=TRUE
I was also considering adding more utility to it. IE:
PullAtGroupMana=30
ResumePullingAtGroupMana=90
Then set it up in such a way that if mana is under 30 it would go into the wait loop until it was more than 90.
I'm thinking this because on my shaman while testing I had it set to 40 groupmana and it would pull, kill one thing, then be out of mana again. Wait till it had anything greater than 40 and pull 1 mob and repeat the process.
If I set it to stop pulls if mana is under 40, but not resume until it's over 90, then I could possibly kill 2-3 (It's a very low level shaman with almost no gear on it)
Thus scaling this to higher levels and larger groups it would Pull from 100% mana till under 40% mana, then regen the group to full for example then pull again getting 5-10+ pulls per rest cycle.
I've also though that I should add a /call rest to the wait loop so characters can use their mana conversion/buff spells during the wait loop. But that will require testing a bit to ensure it doesn't jack up the rest cycle.