Howdy folks, Got a small fix for those who are having trouble with a specific problem that causes me frustration multiple times per day: bots pause their following command to cast a buff, and eventually fall behind. I have only played with this fix for a few hours (fighting from one side of MPG to the other) but my bots started behaving a lot better and not one of them fell behind. Feel free to test this out and comment if it has any unexpected consequences I haven't thought of, and I'll try to address them. Green = Add Yellow = Change Red = Remove E3 Version: 7.0 File: e3_BuffCheck.inc SUB check_Buffs /if (${Debug} || ${Debug_BuffCheck}) /echo |- buffCheck ==> /if (${BuffCheck} && !${ActionTaken} && !${activeTimer} && !${rebuffTimer}) { /if (!${medBreak} && !${idle} && ${BuffCombatCheck} && !${Me.Moving}) /call buffBots "CombatBuffs2D" /if (!${medBreak} && ${procBuff} && !${idle} && ${BuffCombatCheck} && !${Me.Moving}) /call buffProcs /if (${Defined[auraSpells2D]} && (${auraCombat} || ${Me.CombatState.NotEqual[COMBAT]}) && !${Me.Moving}) /call checkAuras /if (${Defined[InstantBuffs2D]}) /call buffBots "InstantBuffs2D" /if (!${combatTimer} && ${Me.CombatState.NotEqual[COMBAT]} && !${Assisting} && !${Me.Moving} && ${BuffCheck}) { /if (${Defined[SelfBuffs2D]}) /call buffBots "SelfBuffs2D" /if (${Defined[BotBuffs2D]}) /call buffBots "BotBuffs2D" /if (${Defined[auraSpells2D]}) /call checkAuras } } /if (${Debug} || ${Debug_BuffCheck}) /echo <== buffCheck -| /RETURN