Original:
New::CombatLoop
/if (${Me.Combat}) {
/delay 10s ${Me.AbilityReady["Kick"]}
/if (${Me.AbilityReady["Kick"]}&&!${Me.Casting.ID}&&${Target.ID}&&!${Me.Stunned}) /doability "Kick"
}
/if (${Me.Combat}) /goto :CombatLoop
/goto :WaitLoop
Works both ways, and it's not like how the code stood before it wasn't kicking as fast as possible. So.... whatever:CombatLoop
/if (${Me.Combat}) {
/delay 10s ${Me.AbilityReady["Kick"]}
/if (${Me.AbilityReady["Kick"]}&&!${Me.Casting.ID}&&${Target.ID}&&!${Me.Stunned}) /doability "Kick"
/goto :CombatLoop
}
/goto :WaitLoop
Code: Select all
:CombatLoop
/if (${Me.Combat}) {
/delay 10s ${Me.AbilityReady["Kick"]}
/if (${Me.AbilityReady["Kick"]}&&!${Me.Casting.ID}&&${Target.ID}&&!${Me.Stunned}) /doability "Kick"
/goto :CombatLoop
}
/goto :WaitLoop