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jbrown352001
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Joined: 18 Sep 2009
Posts: 4

PostPosted: Fri Sep 18, 2009 1:51 pm   

Need help with autohunt
 
I want to create a autohunt trigger that will also attack and kill a mobile once it is found. So far I have this

#ALIAS hunt {#T+ autohunt;huntmob=%1;hunt @huntmob}

#TRIGGER {Your quarry is here!} {huntstop} {autohunt}
#TRIGGER {You have found your quarry!} {huntstop} {autohunt}

#TRIGGER {No-one in this area by that name} {huntstop;#say "Mob not in this area! Try another mob keyword?"} {autohunt}

#TRIGGER {The trail is gone!} {huntstop;#say "You are having a hard time finding a trail…Maybe try again later"} {autohunt}

#TRIGGER {No way! You are fighting for your worthless life!} {huntstop;#say "Try hunting again when combat ends"} {autohunt}
#ALIAS huntstop {#T- autohunt;huntmob="";huntmobdirection=""}

The autohunt works fine. The problem is I cannot figure out how to make it attack the mobile once it has been found. I would like to put the autoattack between the huntstop and autohunt functions. Please help if you can.
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Tech
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Joined: 18 Oct 2000
Posts: 2733
Location: Atlanta, USA

PostPosted: Fri Sep 18, 2009 2:18 pm   
 
Unless I misunderstanding what you're asking, why not just do this?

#TRIGGER {Your quarry is here!} {huntstop;kill @huntmob} {autohunt}
#TRIGGER {You have found your quarry!} {huntstop; kill @huntmob} {autohunt}
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jbrown352001
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Joined: 18 Sep 2009
Posts: 4

PostPosted: Fri Sep 18, 2009 3:10 pm   
 
I have tried the above with the following
#TRIGGER {Your quarry is here!} {huntstop;bs @huntmob;c;c;c} {autohunt}

bs = backstab
c = circle

The problem is with the above it triggers the killing process however it does not attack the mob. Instead I get this on my screen

bs
c
c
c

It does not have bs mob where it should
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shalimar
GURU


Joined: 04 Aug 2002
Posts: 4689
Location: Pensacola, FL, USA

PostPosted: Fri Sep 18, 2009 3:19 pm   
 
thats because huntstop is removing the value for huntmob
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jbrown352001
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Joined: 18 Sep 2009
Posts: 4

PostPosted: Fri Sep 18, 2009 7:54 pm   
 
Ok how do I stop hunstop from removing the value then?
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shalimar
GURU


Joined: 04 Aug 2002
Posts: 4689
Location: Pensacola, FL, USA

PostPosted: Fri Sep 18, 2009 10:57 pm   
 
remove the:
huntmob=""

you should have that validated by the kill message i would imagine, in the off chance that things run away
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jbrown352001
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Joined: 18 Sep 2009
Posts: 4

PostPosted: Sat Sep 19, 2009 9:45 am   
 
Now the message is

bs huntmob

Is there anyone out there that is running a script like this?
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Tech
GURU


Joined: 18 Oct 2000
Posts: 2733
Location: Atlanta, USA

PostPosted: Sat Sep 19, 2009 7:34 pm   
 
Your huntstop alias should look like this.

Code:
ALIAS huntstop {#T- autohunt;huntmobdirection=""}


Or better yet since you're disabling the autohunt class try this instead and have the huntstop initiate the mob kill.

Code:
#ALIAS hunt {#T+ autohunt;huntmob=%1;hunt @huntmob}

#TRIGGER {Your quarry is here!} {huntstop} {autohunt}
#TRIGGER {You have found your quarry!} {huntstop} {autohunt}

#TRIGGER {No-one in this area by that name} {huntstop;#say "Mob not in this area! Try another mob keyword?"} {autohunt}

#TRIGGER {The trail is gone!} {huntstop;#say "You are having a hard time finding a trail…Maybe try again later"} {autohunt}

#TRIGGER {No way! You are fighting for your worthless life!} {huntstop;#say "Try hunting again when combat ends"} {autohunt}
#ALIAS huntstop {kill @huntmob;huntmob="";huntmobdirection="";#T- autohunt;}
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