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- May 14, 2011
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WOuld anyone know the syntax for killing for so much time, like 5 minutes, then /fade, then continue killing again, loop? I've attached the macro I've been using, which auto-invites people in the zone when they send an invite, and kills, goes onto the next mob. No looting. I would like to add in the timer and /fade and have the script continue going.
Code:
|#event Backstab "You backstab #1# for #2# points of damage."
sub main
/declare longKill timer
/declare curZone string
/declare notValid string
/declare npcID int
/declare i int
/varset notValid /A cloud of poison/A master tracker/A dire wolf/Lyndra Avenwood/Fedder Galwyn/Norrath`s Keepers Guard/Tatsujiro the Serene/Caridwi/Furious Sentry/The Butler/Velden Dragonbane/Vkjen Thunderslayer/King Tormax/The Avatar of War/a cursed pirate/a sea turtle/Jaques the Infected/a tortured sailor/Smoot/Gordish Frozenheart/Kessdona the Enlightened/Rikkukin the Defender/Gesh`kru/a mature lakeskater/Shade Scrying Crystal/an ice tiger/an ice tiger cub/a warwolf/a dire wolf pup/a flateye ooze/a young lakeskater/a lakeskater/a steadfast servant/zone emoter/Warden Ubaid/Warden Sabola/
/varset curZone ${Zone}
:WaitForRespawns
/if (${SpawnCount[npc]}>0) {
:NextSpawn
/if (!${String[${Zone}].Equal[${curZone}]}) /return
/for i 1 to ${SpawnCount}
/vardata npcID NearestSpawn[${i}].ID
/if ((${npcID}!=${Me.ID}) && (${Spawn[${npcID}].Type.Equal[NPC]})) {
/if ((${notValid.Find[/${Spawn[${npcID}].CleanName}/]}==NULL) && (${Spawn[${npcID}].CleanName.Length}>0)) {
/target id ${npcID}
/if (!${longKill}) {
/call warpTarget 0
} else {
/call warpTarget 1
}
:Retarget
/target clear
/delay 5
/invite
/delay 5
/target id ${npcID}
/delay 1s ${Target.Distance}<10
/stick 7 moveback
/attack on
/varset longKill 5s
:WaitForDead
/face fast nolook
/doevents
/if (${String[${Me.Class}].Equal[Rogue]}) {
/if (${Me.AbilityReady[Backstab]}) /doability Backstab
/if (${String[${Me.Song[Thief's Eyes]}].Equal[NULL]}) /doability "Thief's Eyes"
}
/if (${String[${Me.Class}].Equal[Druid]}) {
/casting "Galatine"
/delay 4
}
/if ((${Target.Type.Equal[CORPSE]}) || (!${longKill})) /target clear
/if (${Target.Distance}>50) /call warpTarget 0
/if (${Target.ID}==${npcID}) /goto :WaitForDead
/goto :NextSpawn
}
}
/next i
}
/delay 5s
/goto :WaitForRespawns
/return
sub warpTarget(boolWithDistance)
/if (${boolWithDistance}) {
/warp loc ${Math.Calc[${Target.Y}-2]} ${Math.Calc[${Target.X}-2]} ${Target.Z}
} else {
/warp target
}
/return