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Right now it's not possible to just specify a combat script that calls macros after setting a target using the in-game target command.
target
It would be cool to create a script possibility like this with a new scriptType, combatMacro:
combatMacro
{ "addAttack": false, "commandList": [ { "command": "fe1", "parse": { "moveNextWhen": "You are no longer busy" } }, { "command": "fe2", "parse": { "moveNextWhen": "You are no longer busy" } }, { "command": "fe3", "parse": { "moveNextWhen": "You are no longer busy" } }, { "command": "fe4", "parse": { "moveNextWhen": "You are no longer busy" } }, { "command": "fe5", "parse": { "moveNextWhen": "You are no longer busy" } } ], "scriptFriendlyName": "Macro: fe1-fe5", "scriptName": "macroRotation2ha", "scriptType": "combatMacro", "shouldKill": true, "shouldKillParse": "With massive force", "stanceCommand": "wgrip" },
The script should take the target you want to set as target in-game, and set that target as the script begins.
The text was updated successfully, but these errors were encountered:
jdalley
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Right now it's not possible to just specify a combat script that calls macros after setting a target using the in-game
target
command.It would be cool to create a script possibility like this with a new scriptType,
combatMacro
:The script should take the target you want to set as
target
in-game, and set that target as the script begins.The text was updated successfully, but these errors were encountered: