+6
-4
@@ -150,12 +150,14 @@ class IChar:
|
||||
wait(0.3, 0.35)
|
||||
keyboard.send(self._char_config["battle_command"])
|
||||
wait(0.1, 0.19)
|
||||
mouse.click(button="right")
|
||||
wait(self._cast_duration + 0.16, self._cast_duration + 0.18)
|
||||
for _ in range(2):
|
||||
mouse.click(button="right")
|
||||
wait(self._cast_duration + 0.16, self._cast_duration + 0.18)
|
||||
keyboard.send(self._char_config["battle_orders"])
|
||||
wait(0.1, 0.19)
|
||||
mouse.click(button="right")
|
||||
wait(self._cast_duration + 0.16, self._cast_duration + 0.18)
|
||||
for _ in range(2):
|
||||
mouse.click(button="right")
|
||||
wait(self._cast_duration + 0.16, self._cast_duration + 0.18)
|
||||
keyboard.send(self._char_config["weapon_switch"])
|
||||
wait(0.3, 0.35)
|
||||
# Make sure that we are back at the previous skill
|
||||
|
||||
+2
-1
@@ -59,6 +59,7 @@ class Nihlatak:
|
||||
# Wait until templates in lvl 2 entrance are found
|
||||
if not self._template_finder.search_and_wait(["NI2_SEARCH_0", "NI2_SEARCH_1", "NI2_SEARCH_2"], threshold=0.8, time_out=20).valid:
|
||||
return False
|
||||
wait(1.0) # wait to make sure the red writing is gone once we check for the eye
|
||||
@dataclass
|
||||
class EyeCheckData:
|
||||
template_name: list[str]
|
||||
@@ -79,7 +80,7 @@ class Nihlatak:
|
||||
# Move to spot where eye would be visible
|
||||
self._pather.traverse_nodes_fixed(data.circle_static_path_key, self._char)
|
||||
# Search for eye
|
||||
template_match = self._template_finder.search_and_wait(data.template_name, threshold=0.72, best_match=True, time_out=3)
|
||||
template_match = self._template_finder.search_and_wait(data.template_name, threshold=0.7, best_match=True, time_out=3)
|
||||
# If it is found, move down that hallway
|
||||
if template_match.valid and template_match.name.endswith("_SAFE_DIST"):
|
||||
self._pather.traverse_nodes_fixed(data.destination_static_path_key, self._char)
|
||||
|
||||
Reference in New Issue
Block a user