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Script Debug / Re: Eggscavator (Medusa keys) beta
« on: January 23, 2023, 01:05:10 AM »
Here is about the closest version we finished with. It includes validation for the grassy area and should basically keep you there and not target something outside that part.
The previous versions of the script would find snakes and nests that were out of line of sight. This corrects that issue by ignoring both snakes and nests that will lead you down that path.
This also tries to cast invisibility on your character and then hide. This is about the best that can be done to avoid being attacked by a swarm of snakes once revealed. The followup with the hide ('event macro 13 21') could use it's own timer logic since if you were revealed twice inside the time you can execute the hide attempt, it could leave you vulnerable once the magery Invisibility spell runs out (it's duration is based on your magery skill). Basically the idea is that you cast invis on yourself, then use the hiding skill. Now you will not be revealed based on a timeout (like what happens from Invisibility spell), but only from something else revealing you via it's Detect Hidden passive ability.
The versions after this one were about cleaning up the routines to eradicate the 'goto' logic altogether. There was one more concept I had about implementing the ignoreitem logic, but it is wholly untested and there was no logic to support it.
The previous versions of the script would find snakes and nests that were out of line of sight. This corrects that issue by ignoring both snakes and nests that will lead you down that path.
This also tries to cast invisibility on your character and then hide. This is about the best that can be done to avoid being attacked by a swarm of snakes once revealed. The followup with the hide ('event macro 13 21') could use it's own timer logic since if you were revealed twice inside the time you can execute the hide attempt, it could leave you vulnerable once the magery Invisibility spell runs out (it's duration is based on your magery skill). Basically the idea is that you cast invis on yourself, then use the hiding skill. Now you will not be revealed based on a timeout (like what happens from Invisibility spell), but only from something else revealing you via it's Detect Hidden passive ability.
The versions after this one were about cleaning up the routines to eradicate the 'goto' logic altogether. There was one more concept I had about implementing the ignoreitem logic, but it is wholly untested and there was no logic to support it.