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Posted: Thu Jun 20, 2002 3:21 pm
by L124RD
Salutations,
You should post your ideas to the features section of the sf pages... I already submitted your idea for the $who, well it was an idea spawned from your wonderful psuedo code...

Posted: Thu Jun 20, 2002 4:00 pm
by icon
I don't really like fuxx0ring around with the SF pages, I don't really like the way SF works. I agree it's a great community, and an awesome resource for programmers, but the feature request pages and bug report pages are just too weird.

Plus, he asked for ideas in this forum, so I posted my ideas in this forum :-).

Besides, I'm too high to figure out how to submit feature requests. I'm just high enough to come up with good ideas (crazy as they are), but still a bit too high for figuring things out. About two more bowls and I will have to stop submitting ideas altogether cause they will stop making sense. :wink:

Posted: Thu Jun 20, 2002 4:07 pm
by L124RD
Salutations,
Just don't watch the winamp visualizations on acid...

Posted: Thu Jun 20, 2002 10:45 pm
by SurfAngel
How about programmable timers?

I'm enchanting clay or summoning vials of mana. So I have 2 cycles to watch for:

1) clarity cycle is 27 minutes

2) med cycle after enchanting or summoning

Would be good if I can code something like this:

Sub Main
/timer Clarity start
/timer MedAfterClay start
/return

/timer Clarity 16200 /goto CastClarity
/timer MedAfterClay 1200 /goto EnchantClay

:CastClarity
/timer Clarity pause
| if other action in progress, wait until idle
| sit off, target self, cast 3 until no fizzles, sit on, etc.
/timer Clarity reset
/return

:EnchantClay
/timer MedAfterClay pause
| if other action in progress, wait until idle
| sit off, cast 4 until no fizzles, auto drop, sit on, etc.
/timer MedAfterClay reset
/return

Then the same thing can be applied to all cyclable actions, like buffs and sow.

I know similar things can be accomplished through looping and calculating through date/time acquisition but that's a lot of work and not very elegant.

Timers...

Posted: Fri Jun 21, 2002 5:24 am
by Plazmic
Check the $t# variables...

/varset t0 35m

/if n $t0==0 /call BuffMe

Posted: Fri Jun 21, 2002 6:06 pm
by SurfAngel
I see. Thank you for the pointer. Two questions associated with it:

1) I assume the $t# variables are only-once countdown, no? So in the callee subroutine, it will need to be reset (using varset), no?

2) Given you example "/if n $t0==0 /call BuffMe", a timer hitting 0 is not a event trigger, correct? If it is not, then I should code that inside a delay loop, no? If it is a event trigger, how would I handle event collision that must happen given 2 or more timers running long enough together?

Posted: Fri Jun 21, 2002 7:43 pm
by Plazmic
1. Yes, countdown once... then have Sub BuffMe reset the timer.
2. Just check the variable during your main loop. No events planned for timers

Posted: Fri Jun 21, 2002 9:15 pm
by SurfAngel
Thank you for your help. :wink: