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Sub Event_Death
/varset Died 1
/delay 1m
/return
Spunge16 said:maddog anychance you could IM me what your using? I seem to be unable to get the mission sometimes with the original mac , so cant afk and use it just incase.
Sub Reset
/delay 1m (${Zone.ID}==25)
/for g 0 to ${Group.Members}
/varcalc g2 ${Group.Members}-${g}
/taskremove ${Group.Member[${g2}]}
/next g
bigdaddy said:How would you add a part in there where if the Shrine resists the Fairy Fire spell it will recast on it right then?
Sub KillShrine1
:Shrine1Looper
/doevents
/if (${SpawnCount[Shrine02 NPC]}==0) /return
/varset StartHP ${Me.CurrentHPs}
/tar Shrine02
/if (${Target.NearestSpawn[npc radius 60].ID}) /goto :Shrine1Looper
/if (${Target.NearestSpawn[npc radius 100].Speed}>10) /goto :Shrine1Looper
/if (!${Spawn[a_reanimated_grave_robber00].ID}) /goto :continue
/if (${Spawn[a_reanimated_grave_robber00].X}>-210) /goto :Shrine1Looper
:continue
/megawarp t
/keypress left
/delay 6
:recast1
/call cast "Fairy Fire" Activate
/delay 1s
/delay 10s (!${Me.Casting.Name.Equal["Fairy Fire"]})
/delay 1s
/if (${StartHP}>${Me.CurrentHPs}) /call Wait4Death
/megawarp 155 -184 -11
/if (${SpawnCount[Shrine02 NPC]}==0) /return
/doevents
/if (${Macro.Return.Equal[CAST_RESISTED]}) /goto :Shrine1Looper
/sit
/delay 45s
/sit
/goto :Shrine1Looper
/notify TaskWnd STASK_Memberlist listselect ${Group.Member[Toon3]}
/notify TaskWnd STASK_Memberlist listselect ${Group.Member[Toon3]}
bigdaddy said:k... figured out whats happnin when it quits mission before its through... when the last shrine is dot'd and about to die, if you die too and the shrine dies while your zoning from death, then you dont get credit for 3rd shrine kill... and the mac just exits like it won and starts new mission.. how can this be fixed?
Sub KillShrine3
:Shrine3Looper
/doevents
/if (${SpawnCount[Shrine01 NPC]}==0) /return
/varset StartHP ${Me.CurrentHPs}
/tar Shrine01
/if (${Target.NearestSpawn[npc radius 60].ID}) /goto :Shrine3Looper
/if (${Target.NearestSpawn[npc radius 100].Speed}>10) /goto :Shrine3Looper
/if (!${Spawn[a_reanimated_grave_robber02].ID}) /goto :continue3
/if (${Spawn[a_reanimated_grave_robber02].X}>-35) /goto :Shrine3Looper
/if (${StartHP}>${Me.CurrentHPs}) /call Wait4Death
/Warp loc -179 -74 -14
/if (${SpawnCount[Shrine02 NPC]}==0)
/return
/if (${StartHP}>${Me.CurrentHPs}) /call Wait4Death
/warp succor
/if (${SpawnCount[Shrine02 NPC]}==0)
/return