Rest: Difference between revisions
From Entropy
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- resing toons will stand when they reach full mana/stamina<br/> | - resing toons will stand when they reach full mana/stamina<br/> | ||
- if you put your rest radius higher then your /env rad, you shouldn't be using this macro<br/> | - if you put your rest radius higher then your /env rad, you shouldn't be using this macro<br/> | ||
- if | - if <code>/cc mode heal</code> is on, healing will still be checked while resting<br/> | ||
== rest spawn search order == | == rest spawn search order == |
Latest revision as of 19:42, 8 May 2021
Old Man naps are the best thing ever...
/rest
buff | allow buffing while in a resting state |
combat | attempt to rest through combat |
full | attempt to rest to 100% mana or stamina |
modrod | beg your local mages for mod rods |
pct | what % of mana or stamina you want to start trying to rest at |
rad | area around you with no mobs that is safe to rest |
/rest . [list] . buff:on . combat:off . full:on . modrod:off . pct:95 . rad:30
resting considerations
- if a hostile mob at any time enters the rest radius, it will be broken
- if you take damage at any time, rest will be broken
- resing toons will stand when they reach full mana/stamina
- if you put your rest radius higher then your /env rad, you shouldn't be using this macro
- if /cc mode heal
is on, healing will still be checked while resting
rest spawn search order
by default it is:
npc radius ${Parse[0,${maRest.Find[stRestRadius].Value}]} playerstate 4
translation: any npc within your /rest rad that is hostile
This is exposed so it can be adjusted to your liking.