I forgot to mention at the command list that you need to count those rounds, so where ever a round ends you set this lineQuote:
#QuitAtRound=2,False; doesn't work with #UseLoop enabled, can you please investigate? It keeps looping instaed of stopping after round 2.
Thanks.
Btw, I can give you my sw combat routine, let me know
Code:
#LogAddRound
Code:
#IF=%FirstTime,; #ShowLog #ENDIF #QuitAtRound=2,False; WaitForResponse=test; #LogAddRound
________________________________________
Here's a example that uses the new variable commands
NA
Code:
#SetVar1=How much Enhanced Animation speed would you like?; <-- Asks for the Enhanced value _MemReadVar=0x122177C,WORD,2; <-- Reads normal attackspeed _Calc3=%Var2-%Var1; <-- Substracts the enhanced value with our attackspeed MemPtrWrite=%PlayerBase,0x330/0x522,%Var3,WORD; <-- Writes the new enhanced animation value WaitForResponse=%Var2 - %Var1 = %Var3; <-- how it got calced
Code:
#SetVar1=How much Enhanced Animation speed would you like?; <-- Asks for the Enhanced value _MemReadVar=0x12F17A4,WORD,2; <-- Reads normal attackspeed _Calc3=%Var2-%Var1; <-- Substracts the enhanced value with our attackspeed MemPtrWrite=%PlayerBase,0x340/0x522,%Var3,WORD; <-- Writes the new enhanced animation value WaitForResponse=%Var2 - %Var1 = %Var3; <-- how it got calced
Code:
#IF=%FirstTime,; #SmoothBackground #SetVar4=How much seconds you wanna run the test?; UseSpeed=1; Command=; _SetVar1=0; _Calc5=%Var4*1000; #ENDIF #DO=%Var5; _Calc1=%Var1+1; Command=/w %CHARNAME %Var1; #UNTIL=%TargetName,---; _Calc2=%Var1/%Var4; _Calc3=1000/%Var2; WaitForResponse=Total commands send: %Var1/nYour system is able to run %Var2 commands per second/nEach command requires %Var3 milliseconds;
Thanks for sw routine offer but I already got sw :)
Only Chanter, Aethertech, Gunslinger and Sorcerer are missing