Yeah I've been playing with that a bit... What I really want it to do is check the weapons for when it does whirlwind (Like for example, if it is on coon, and rats spawn, I switch to black staff, and it knows to whirlwind. And then when I switch back to AI weapon, it resumes AIing or LSing.
Having an issue with weapon check though -.-
What I have atm is.
gosub wepCheck
sub attackMob ;(this is at the bottom of the attackMob sub)
if ( #findCnt > 2 ) && ( %usePrimary = #true ) && ( #mana > %manaLvl ) && ( %twoHandP = #true )
gosub execPrim
if ( %usePrimary = #true ) && ( #mana > %manaLvl ) && ( %oneHandP = #true )
gosub execPrim
if ( #findCnt > 2 ) && ( %useSecondary = #true ) && ( #mana > %manaLvl ) && ( %twoHandS = #true )
gosub execSec
if ( #findCnt = 2 ) && ( %useSecondary = #true || %usePrimary = #true ) && ( #mana < 5 )
gosub execMomSt
if ( #findCnt = 1 ) && ( %useLS = #true ) && ( #mana < %manaLvl )
gosub execLS
return
sub wepCheck
finditem %2hp C_ , #charid
if #findCnt > 1
{
set %twoHandP #true
wait 5
}
else
{
set %twoHandP #false
}
finditem %2hs C_ , #charid
if #findcnt > 1
{
set %twoHandS #true
wait 5
}
else
{
set %twoHandS #false
}
finditem UOH C_ , #charid
if #findcnt > 1
{
set %oneHandP #true
}
else
{
set %oneHandP #false
}
return
It's not making the checks though, thus will not initiate a special ability >.<