I need a little help once again. It would be nice if someone could look at, or even a couple of ideas on its part.
#1
I think that can be made shorter/compact, right?
I understand that with else and elseif, etc. are not quite sure when the event occurs. rather how it should look like exactly
Code: Select all
<!-- # 36 --><waypoint x="1789" z="1717" y="399">
if inventory:itemTotalCount(0) == 0 then
sendMacro("LeaveParty();");
yrest(4000)
waitForLoadingScreen();
player:update();
__WPL:setWaypointIndex(__WPL:findWaypointTag("return"));
end
if inventory:itemTotalCount(206879) >= 1000 then -- max mementos
sendMacro("LeaveParty();");
yrest(4000)
waitForLoadingScreen();
player:update();
cprintf(cli.lightgreen,"\n Maximum von 1000 Mementos erreicht\n");
error("Closing.",0);
-- __WPL:setWaypointIndex(__WPL:findWaypointTag("GoHome"));
end
player:target_Object(113570); -- Transportportal
yrest(500);
sendMacro("ChoiceOption(1);");
waitForLoadingScreen();
</waypoint> -- portal
how can I check whether the mob is already down?
I would like to have such - rotation - check - if mob death - stop rotation - if mob alive - do rotation again
BUT!!! the mob goes friendly (green) when the fight iss over.
Code: Select all
mob = player:findNearestNameOrId(123456)
if mob then
player:target(mob)
player:cast("ROGUE_SHADOW_STEP")
player:cast("ROGUE_SNEAK_ATTACK")
player:cast("ROGUE_ASSASSINS_RAGE")
player:cast("ROGUE_EVASION")
player:target(mob)
player:cast("ROGUE_KICK")
player:cast("ROGUE_SHADOWSTAB")
player:cast("ROGUE_LOW_BLOW")
player:cast("ROGUE_WOUND_ATTACK")
player:cast("ROGUE_SHADOWSTAB")
player:cast("ROGUE_LOW_BLOW")
player:cast("ROGUE_KICK")
end