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Old 07/04/08, 6:33 PM   #1742 (permalink)
 manly
Bald Bull
 
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Undead Mage
 
Mal'Ganis
Well, you can do a call to an addon like you typed in a macro. I don't know if you can call stopcasting in a mod (maybe you can since it does not trigger a gcd), but I know that thanks to the ChatEdit_HandleChatType exploit you can know every time a macro is ran, and 'remove' some lines that were meant to be executed. Like /cast fireball. Imagine that all your casts go through that method, and that method isn't allowed under any circumstance to add new stuff, or type new stuff (since it would be trivial to code conditional macros). However, theres conveniently a method that you can call at that level that removes the current active line. If I recall correctly its something along the lines of 'escape()'.

edit: and if that doesnt work, I have a really scarily crazy idea. You could 'prevent the game from casting' by intentionally having your code loop for the duration. Imagine the scenario you outlined. You have a macro that casts a mod function. The mod function calculates the time it can begin casting (ie: same as red bar in quartz). then since it cant stop the cast from happening, it could possibly do a "while(now() < time_to_unlock);". This would totally freeze the entire UI/game. However, it would also give you precisely timed casts without having to pay a tax for the temporary GCD. Yes I know that this would not work very well with pushbacks, and has severe limitations, but nevertheless theorycally it shoudl work.

Last edited by manly : 07/04/08 at 6:43 PM.

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