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~AlgarDude
- Loadouts not involving gem swaps will be instantly applied during combat; any gem swap loadout change will not occur until the next downtime.
- Spell Loadout is now "smart" and refresh-time ( >30s) aware. We will avoid excessive gem swaps on settings change whenever possible.
- Reordering of gems occurs on script start, or when directed by a button in the loadout UI or the /rgl reordergems command.
- Spell Loadouts self-heal during downtime in the event of an interruption.
- Removed the Last Gem Remem option.
~AlgarDude
- Removed "Camp Hard" setting, added three new settings:
- Camp Leash (Downtime) - return to the exact camp location after each fight (Default: false).
- Camp Leash (Combat) - return to the exact camp location in combat if you leave the camp radius (Default: false).
- Camp Exceed Distance - turn camp off if your distance from the camp somehow exceeds this value (if not pulling) (Default: 400, which was the previous hardcoded value).
- Added a global settle time for returning to camp, hooked the loot checks up to that global time.
- Fixed lack of loadoutscan on run buff options for some classes.
~AlgarDude
- Stick properly checks if you are tanking rather than if you are the MA.
~AlgarDude
- Force charm ID will persist until zone, clear, or overwrite.
- If a force charm is set while another npc is charmed, we will no longer attempt to recharm that NPC.
~AlgarDude
- BRD(All) - Selo's Sonata AA now has its own rotation which checks self during combat and group outside of combat.
- DRU(EMU) and SHM(EQM) - Same for Communion of the Cheetah.
- PAL(Laz) - Adjusted aggro ability priority in the combat rotation.
Disabled abilities that could break charm if charm is on and we have a pet.
~AlgarDude
- ENC - Self Stasis
- NEC - Death's Effigy