Reversing the order would fix things for the Twilight body in case of doom, but that's not the only place this can crop up. For example, this would prevent you from equipping the Monster Jackcoat +2 when using Reward if Killer Instinct is up.Originally Posted by Xilk
That's probably the best way for you to go about it. It would be similar to Impetus in my mnk xml.Originally Posted by Xilk
Not sure if this is causing it, but it's something you need to fix anyway. Quite a few of the variables under each PetName check start with & instead of $ (eg: &rabbit-Pet instead of $rabbit-Pet). & is for HTML entities, not variable names.Originally Posted by Xilk
Also, while I suggested you move the bit about setting pet food under the point where you called for the pet, use of PetName won't work there since you don't have a pet at the time you use the command. You could instead base it on the jug name being used, or if you prefer to keep it by pet name you could use something like:
And then in the "update|autoset" block, you can haveCode:<if spell="Call Beast"> <var cmd="set PetEngaged False" /> <castdelay delay="1" /> <equip when="precast" set="Call Beast" /> <command>wait 5; input //update .killer-food</command> </if>
That way it should only run once per called pet, while also allowing you to set the value based on the pet name.Code:<if SpellTargetRaw=".killer-food"> <!-- insert all the assignments based on pet name here --> </if>
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