if player.Class1 == 5 and player.Class2 == 4 then -- priest/mage
player:cast("PRIEST_RISING_TIDE")
end
if( arg1.Name == "PRIEST_RISING_TIDE" ) then
yrest(100);
player:cast("PRIEST_CHAIN_OF_LIGHT");
end
if( arg1.Name == "PRIEST_CHAIN_OF_LIGHT" ) then
yrest(100);
player:cast("MAGE_FIREBALL");
player:cast("MAGE_LIGHTNING");
end
if( arg1.Name == "MAGE_FIREBALL" ) then
yrest(100);
player:cast("PRIEST_ICE_FOG");
end
if( arg1.Name == "PRIEST_ICE_FOG" ) then
yrest(100);
player:cast("PRIEST_RISING_TIDE");
end
i want to cast that all skill in sequence if my class is priest/mage and if im scout/priest i will make other skill sequence...if i can make it in my priest/mage... i think i can do it in my priest/scout
im not sure in my onskill... how many "end" i will put..
kuripot wrote:i want to cast that all skill in sequence if my class is priest/mage and if im scout/priest i will make other skill sequence...if i can make it in my priest/mage... i think i can do it in my priest/scout
im not sure in my onskill... how many "end" i will put..
So you use 3 class combinations for the 1 character?
P/M
S/P
P/S
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as of now i using m/p and p/m maybe p/s in future in 1 char... my onskill is OK if i use p/m but when i swap m/p i got error.. i know even i dont create onskill for m/p as long i doing right in onskill of p/m it will not use onskill of p/m
im not sure in this part.. how many "end' i will use and when i will use "end"
if player.Class1 == 5 and player.Class2 == 4 then -- priest/mage
player:cast("PRIEST_RISING_TIDE")
end
if( arg1.Name == "PRIEST_RISING_TIDE" ) then
yrest(100);
if player.Class1 == 5 and player.Class2 == 4 then -- priest/mage
player:cast("PRIEST_RISING_TIDE")
if( arg1.Name == "PRIEST_RISING_TIDE" ) then
yrest(100);
player:cast("PRIEST_CHAIN_OF_LIGHT");
end
if( arg1.Name == "PRIEST_CHAIN_OF_LIGHT" ) then
yrest(100);
player:cast("MAGE_FIREBALL");
player:cast("MAGE_LIGHTNING");
end
if( arg1.Name == "MAGE_FIREBALL" ) then
yrest(100);
player:cast("PRIEST_ICE_FOG");
end
if( arg1.Name == "PRIEST_ICE_FOG" ) then
yrest(100);
player:cast("PRIEST_RISING_TIDE");
end
end
I really have no idea how effective this code would be though, if it was me I would make a profile which works for P/M and S/P which would be easy for the same profile and then if needed later to have a P/S I would make another profile (ps.xml) for it and just call the other profile when starting bot
I don't think it would work as intended. I'm pretty sure that a manually cast skill, such as player:cast("PRIEST_RISING_TIDE") does not trigger the on cast event. So the other skills that you want to be cast in sequence, wont be.
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if player.Class1 == 5 and player.Class2 == 4 then -- priest/mage
player:cast("PRIEST_RISING_TIDE")
if( arg1.Name == "PRIEST_RISING_TIDE" ) then
yrest(100);
player:cast("PRIEST_CHAIN_OF_LIGHT");
yrest(100);
end
if( arg1.Name == "PRIEST_CHAIN_OF_LIGHT" ) then
yrest(100);
player:cast("MAGE_FIREBALL");
yrest(100);
player:cast("MAGE_LIGHTNING");
yrest(100);
end
if( arg1.Name == "MAGE_FIREBALL" ) then
yrest(100);
player:cast("PRIEST_ICE_FOG");
yrest(100);
player:cast("PRIEST_BONE_CHILL");
yrest(100);
end
if( arg1.Name == "PRIEST_BONE_CHILL" ) then
yrest(100);
player:cast("PRIEST_RISING_TIDE");
yrest(100);
end
end
if player.Class1 == 4 and player.Class2 == 5 then -- mage/priest
player:cast("MAGE_FIREBALL")
if( arg1.Name == "MAGE_FIREBALL" ) then
yrest(100);
player:cast("PRIEST_RISING_TIDE");
yrest(100);
player:cast("MAGE_LIGHTNING");
yrest(100);
end
if( arg1.Name == "PRIEST_RISING_TIDE" ) then
yrest(100);
player:cast("MAGE_ELEMENTAL_WEAKNESS");
yrest(100);
player:cast("MAGE_FLAME");
yrest(1000);
end
if( arg1.Name == "MAGE_FLAME" ) then
yrest(1000);
end
if( arg1.Name == "MAGE_FLAME" ) then
yrest(1000);
player:cast("PRIEST_RISING_TIDE");
yrest(100);
end
end
and work fine.. not yet doing for p/s scout not yet leveled... my only question is....
i can use this as onload in my waypoint... so it can use only in specific waypoint
I believe onskill cast is a function that is stored in settings.profile.events.onSkillCast. So you should be able to setup your onskillcast in the onload of your waypoint file like this