Guest Posted May 28, 2017 Share Posted May 28, 2017 (edited) Synopsis: I want to cut willows at Draynor, but that damn wizard keeps kicking my ass. How would I write a listener that keeps track of health and the minute the wizard starts attacking me, I can tell my player to move to a safespot. EDIT: I just got an idea. Would it be wise to put it at the top of the states so it's the first thing that gets checked? i.e. public states getStates() { if my player is being harassed by the dark mage { return run } if blah blah blah { return chop } if blah blue { return bank } Edited May 28, 2017 by Noidlox Quote Link to comment Share on other sites More sharing options...
Apaec Posted May 28, 2017 Share Posted May 28, 2017 14 minutes ago, Noidlox said: Synopsis: I want to cut willows at Draynor, but that damn wizard keeps kicking my ass. How would I write a listener that keeps track of health and the minute the wizard starts attacking me, I can tell my player to move to a safespot. You could create a concurrent thread to track this kind of thing, but since your onLoop should be continuously looping anyway, and you don't need such a big degree of accuracy (oh, and it can be easy to implement new threads incorrectly), why not just put the check in your onLoop (or create a new state if you're using some kind of structure): if (getSkills().getDynamic(Skill.HITPOINTS) < getSkills().getStatic(Skill.HITPOINTS)) { //We've lost some health - run! } Quote Link to comment Share on other sites More sharing options...
d0zza Posted May 28, 2017 Share Posted May 28, 2017 You could use what Apaec wrote or you could even check if your player is in combat or under attack. if (myPlayer().isUnderAttack() || getCombat().isFighting()) { //We are in combat, run } Quote Link to comment Share on other sites More sharing options...
Guest Posted May 28, 2017 Share Posted May 28, 2017 (edited) 34 minutes ago, Apaec said: You could create a concurrent thread to track this kind of thing, but since your onLoop should be continuously looping anyway, and you don't need such a big degree of accuracy (oh, and it can be easy to implement new threads incorrectly), why not just put the check in your onLoop (or create a new state if you're using some kind of structure): if (getSkills().getDynamic(Skill.HITPOINTS) < getSkills().getStatic(Skill.HITPOINTS)) { //We've lost some health - run! } I totally forgot about the on-loop part lol. Thanks for that! [I wish I could like your comment, but I've reached my threshold] 25 minutes ago, d0zza said: You could use what Apaec wrote or you could even check if your player is in combat or under attack. if (myPlayer().isUnderAttack() || getCombat().isFighting()) { //We are in combat, run } Gonna use isUnderAttack instead of HitVarVisible from now on. Ty for this! [I wish I could like your comment, but I've reached my threshold] Edited May 28, 2017 by Noidlox Quote Link to comment Share on other sites More sharing options...