Function to wait till collectible is ready to use?
I am trying to make an auto helm show and hide based on combat.
When I enter or exit combat, if I'm still using a skill or attack, I get an message saying "This collectible is not ready" UseCollectible(#) works instantly. I wonder if there is a function that can be called that would queue up or something so when it does become available, the collectible is then used. |
Not sure if the function here returns if the collectibel is usable at all or currentoly usable but maybe give it a try:
IsCollectibleUsable(collectibleId) If the collectible is curently usable you can use UseCollectibel() to equip it, or else not and do it later as the fight ends maybe. |
Thanks but after some testing it looks like IsCollectibleUsable(collectibleId) is to see if you have the collectible unlocked or not.
I get true and at the same time I also get "This collectible is not ready" msg at the same time. |
Ok, I thought so :(
Guess you don't have any function to check it then. |
And this one: GetCollectibleCooldownAndDuration(collectibleId) ?
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As far as queueing up goes, the base game API doesn't do it very much. You'd need to register an event with the EVENT_MANAGER, probably something like EVENT_COMBAT_STATE_CHANGED. You might need to do a few other stuff like check the mounted state of the character
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You could just do:
Code:
function RetryFunction() |
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