tempTimer returns an ID. You could save those ID's in a table and killTimer all of them when you notice you have no more enemies.
But that's a really bad way to handle multiple attacks. If this is IRE ("diag me"), you should instead trigger on balance returned messages. If your target is still alive (trigger on death to set that flag), attack again. Even if it's not IRE, the principle is the same: find some lines to trigger on instead of queuing up a bunch of tempTimers that may or may not be necessary.
Is this possible?
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- Joined: Tue May 08, 2012 2:32 pm
Re: Is this possible?
But for balance messages, if I have it on "you have recovered balance" how would I make the diagnose? Could you just script something for me? For auto attack the ones in the room, diagnose, and that I'm able to cancel if Have to run?
Re: Is this possible?
I won't "just script something" for you. The basic idea is this: you need to define which command you want to do next. You can set this anyway you want: aliases, other triggers, complex linear algebra; whatever.
Then, when you see the "balance returned" message (assuming the action requires balance; otherwise, why is it even an issue?), you just do whatever command you have set as your next command.
If you want a package that -could- help, but it slightly more complicated than a simple homebrew script, you might look up my Qemistry package here on the forums. It can handle all sorts of queuing needs. If you have specific questions about Qemistry, I would be happy to help.
Then, when you see the "balance returned" message (assuming the action requires balance; otherwise, why is it even an issue?), you just do whatever command you have set as your next command.
If you want a package that -could- help, but it slightly more complicated than a simple homebrew script, you might look up my Qemistry package here on the forums. It can handle all sorts of queuing needs. If you have specific questions about Qemistry, I would be happy to help.