Yes, that's most likely what happened I suppose. But once again, please note that the suggestions I have posted are only meant for bonsai.
Here should be a working code:
To use this, just replace the original procedure in the blCombat.simba file and change your action bar keys to whatever you want to use (ingame or in the code, so they both match).
This code allows both the use of regenerate and sgs spec. You have to edit one of them out by using //, it currently uses SGS, and regenerate is ruled out. (The same can be achieved by putting the code between the { and } brackets.
Simba Code:
procedure __defaultHealthCheck();
var
berserkTimer: TTimeMarker;
assaultTimer: TTimeMarker;
begin
if (actionbar.getHPPercent() < 40) then
begin
sendKeys('m', 250, 40);
wait(gaussRangeInt(300, 1000));
exit;
end;
if (actionbar.getHPPercent() < 20) then
begin
writeln('***** Terminating script due to low health');
terminateScript();
end;
if (combatMgr.healthTimer.getTime() < 3600) then
exit;
while (actionbar.getHPPercent() > 70) do
begin
if (actionbar.getAdrenalinePercent() = 100) and (berserkTimer.getTime() > 60000) then
begin
sendKeys('b', 200, 40);
berserkTimer.start();
wait(gaussRangeInt(100, 200));
combatMgr.healthTimer.start();
exit;
end;
if (actionbar.getAdrenalinePercent() > 50) and (assaultTimer.getTime() > 30000) then
begin
sendKeys('a', 200, 40);
assaultTimer.start();
wait(gaussRangeInt(100, 200));
combatMgr.healthTimer.start();
exit;
end;
end;
while (actionbar.getHPPercent() < 70) do
begin
if (actionbar.getAdrenalinePercent() > 50) then
begin
sendKeys('s', 140, 40);
wait(gaussRangeInt(400, 1000));
combatMgr.healthTimer.start();
exit;
end;
// if (actionbar.getAdrenalinePercent() > 30) then
// begin
// sendKeys('r', 200, 50);
// repeat
// wait(600);
// until actionbar.getAdrenalinePercent() < 15;
// wait(gaussRangeInt(100, 1300));
// combatMgr.healthTimer.start();
// exit;
// end;
end;
end;