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uoem.ru -> Drink healpot
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POTION_HEAL = 60; | |
// Output levels | |
types = { | |
healingPotion: { | |
type: 0x0F0E, | |
color: 0x0031, | |
cooldown: 5000, | |
} | |
} | |
output = { | |
"ERROR": { | |
"prefix": "P >", | |
"color": 0x008A, | |
}, | |
"INFO": { | |
"prefix": "I >", | |
"color": 0x0003, | |
}, | |
"OK": { | |
"prefix": "O >", | |
"color": 0x0044, | |
}, | |
"WARNING": { | |
"prefix": "W >", | |
"color": 0x0085, | |
} | |
} | |
// Prints pased message above target/player/whatever | |
// If target is undefined, prints above player | |
// If level if undefined, INFO will be used | |
function overheadPrint(message, level, target) { | |
if (!target) { | |
target = Player.Serial(); | |
} | |
if (!level || !output[level]) { | |
level = "INFO"; | |
} | |
Orion.CharPrint(target, output[level]["color"], output[level]["prefix"] + " " + message); | |
} | |
function panicHeal() { | |
while (true) { | |
if (!Player.Dead()) { | |
// If we have some potions - proceed | |
potionCount = Orion.Count(types.healingPotion.type, types.healingPotion.color) | |
if (potionCount > 0) { | |
if (Player.Hits() < (Player.MaxHits() - (Player.MaxHits() / 100 * POTION_HEAL))) { | |
// Warn if 10 or less potions were found | |
if (potionCount <= 10) { | |
overheadPrint("There is !! " + potionCount + " !! heal potions left", "WARNING") | |
} | |
// Use potion | |
overheadPrint("Should use healpot!", "INFO") | |
potion = Orion.FindType(types.healingPotion.type, types.healingPotion.color); | |
if (potion.length > 0) { | |
Orion.UseType(types.healingPotion.type, types.healingPotion.color); | |
overheadPrint("Used healpot!", "OK") | |
Orion.Wait(types.healingPotion.cooldown); | |
} | |
} | |
} else { | |
// if no potions are present - let's wait, maybe we can get some from loot | |
if (Orion.Count(types.healingPotion.type, types.healingPotion.color) < 1) { | |
overheadPrint("No more potions left, waiting for 1 more minute", "ERROR") | |
for (i = 0; i <= 60; i++) { | |
Orion.Wait(1000); | |
} | |
} | |
} | |
} | |
Orion.Wait(100); | |
} | |
} |
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