From 8429fcaa7d859db7653c1c47e02f753a0a9bc109 Mon Sep 17 00:00:00 2001 From: Richardant <54707022+Richardant@users.noreply.github.com> Date: Sat, 13 Sep 2025 17:23:54 -0400 Subject: [PATCH] Eye of Ayak fixes --- src/main/java/com/attacktimer/AnimationData.java | 1 + .../java/com/attacktimer/AttackTimerMetronomePlugin.java | 6 +++--- 2 files changed, 4 insertions(+), 3 deletions(-) diff --git a/src/main/java/com/attacktimer/AnimationData.java b/src/main/java/com/attacktimer/AnimationData.java index 5ab8f98..ff84164 100644 --- a/src/main/java/com/attacktimer/AnimationData.java +++ b/src/main/java/com/attacktimer/AnimationData.java @@ -191,6 +191,7 @@ public enum AnimationData MAGIC_WARPED_SCEPTRE(10501, AttackStyle.MAGIC, false), // https://oldschool.runescape.wiki/w/Warped_sceptre MAGIC_VOLATILE_NIGHTMARE_STAFF_SPEC(8532, AttackStyle.MAGIC, true), // assume 99 mage's base damage (does not rise when boosted). + MAGIC_EYE_OF_AYAK(12397, AttackStyle.MAGIC, false), MAGIC_EYE_OF_AYAK_SPEC(12394, AttackStyle.MAGIC, true), // https://github.com/ngraves95/attacktimer/issues/91 // Misc diff --git a/src/main/java/com/attacktimer/AttackTimerMetronomePlugin.java b/src/main/java/com/attacktimer/AttackTimerMetronomePlugin.java index d30595b..b7090f4 100644 --- a/src/main/java/com/attacktimer/AttackTimerMetronomePlugin.java +++ b/src/main/java/com/attacktimer/AttackTimerMetronomePlugin.java @@ -318,10 +318,10 @@ private boolean isPlayerAttacking() } AnimationData fromId = AnimationData.fromId(animationId); - if (fromId == AnimationData.RANGED_BLOWPIPE || fromId == AnimationData.RANGED_BLAZING_BLOWPIPE) + if (fromId == AnimationData.RANGED_BLOWPIPE || fromId == AnimationData.RANGED_BLAZING_BLOWPIPE || fromId == AnimationData.MAGIC_EYE_OF_AYAK || fromId == AnimationData.MAGIC_EYE_OF_AYAK_SPEC) { - // These two animations are the only ones which exceed the duration of their attack cooldown (when - // on rapid), so in this case DO NOT fall back the animation as it is un-reliable. + // These four animations are the only ones which exceed the duration of their attack cooldown + // so in this case DO NOT fall back the animation as it is un-reliable. return false; } // fall back to animations.