Difference between revisions of "Tab:CastStack"

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''If NonNamedCA, This will only be used on non-named.''
 
''If NonNamedCA, This will only be used on non-named.''
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'' 'Debuff' and 'NamedDebuff' allow you (and the bot) to turn on/off debuffing. '''
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*Example of usage: You may put non-damaging abilities in here. Then when that character has to kill a mob by themselves, and you don't want them debuffing, just killing it, can now easily disable debuffs.
  
 
''If Heal or PowerHeal, you must select a Target, and at what percent it should go off.  If you select a single person instead of @Group, it will ignore the # of people to heal, since that doesn't make sense. You either want it to look at the group (in which case you'd use @Group), or you want it to look at a single person and ignore the #.''
 
''If Heal or PowerHeal, you must select a Target, and at what percent it should go off.  If you select a single person instead of @Group, it will ignore the # of people to heal, since that doesn't make sense. You either want it to look at the group (in which case you'd use @Group), or you want it to look at a single person and ignore the #.''

Revision as of 13:16, 23 January 2017

Tab Summary

This tab is the replacement for CAs, and all other tabs removed in v17.

CastStackTab.png

Adding Abilities

To add an ability, select it from the left side list, select the Type of ability it is, then select the options specific to the ability. Below is a list of those options. Once you have all Checkboxes/Options filled out, click Add Entry. Once an ability has been added, it can be moved up/down the list by holding left click and dragging.

If CA or NamedCA, you do not need to specify a target

If Combat, you must specify a target

If NonNamedCA, This will only be used on non-named.

'Debuff' and 'NamedDebuff' allow you (and the bot) to turn on/off debuffing. '

  • Example of usage: You may put non-damaging abilities in here. Then when that character has to kill a mob by themselves, and you don't want them debuffing, just killing it, can now easily disable debuffs.

If Heal or PowerHeal, you must select a Target, and at what percent it should go off. If you select a single person instead of @Group, it will ignore the # of people to heal, since that doesn't make sense. You either want it to look at the group (in which case you'd use @Group), or you want it to look at a single person and ignore the #.

If Buff, you may or may not need to select a target, if the dropdown option is visible, then you must select a target.

If NonCombatBuff, you may or may not need to select a target, if the dropdown option is visible, then you must select a target.

If Cure, you may or may not need to select a target, if the dropdown option is visible, then you must select a target. If you select a single person instead of @Group, it will ignore the # of people to heal, since that doesn't make sense. You either want it to look at the group (in which case you'd use @Group), or you want it to look at a single person and ignore the #.


Checkboxes

  • [ID]Ignore Duration - Will use abilities as they are available, overwriting existing instances. Ogre detects duration of all abilities in the new Ability Export, so it shouldn't be necessary to use this much, unless for instance, you have a dot that ends up doing more damage if you refresh before it expires.
  • [IE]Ignore Encounter Nukes - When enabled, will cast Green AEs even when fighting a single mob.
  • [IAE]Ignore Encounter Nukes - When enabled, will cast Blue AEs even when fighting a single mob
  • [MAX]Max Increments - Will only use the ability once it is at max increments.
  • [RIE]Requires Item Equipped - Only visible when adding an item to CastStack, If the item requires you to be wearing it to use, then you need to tick this option.

Class Specific:

Channeler

  • Dissonance <= - Only use when you have less than or equal to X Dissonance.
  • Dissonance >= - Only use when you have greater than or equal to X Dissonance.

Beastlord

  • Savagery Req - A slider to adjust the savagery level required to use an ability.

Abilities added will be ran in a top-down order, as they are available.