Is it possible to send a bct to a toon, with an if in it?
i.e.
/bct toon //if (!${Me.Mercenary.State.Equal[ACTIVE]}) /nomodkey /notify MMGW_ManageWnd MMGW_SuspendButton LeftMouseUp
So basically, if your mercenary is inactive, click the suspend (unsuspend) button. Right now it runs the if statement on whoever is sending the BCT, which doesnt help determine if their merc is up. I haven't figured out how to check from the sender's side if the targets merc is active, I guess that is another way to skin it if anyone knows how I can check that (Hopefully outside just checking for the merc's name in group).
So, right now it works like:
ToonA has Merc up
ToonB's merc died, or is not up
ToonA sends the above BCT
ToonB does nothing because the if variables are populated with ToonA's variables and it thinks his merc is already up.
So is there either, 1. A way to escape and pass the if statement to the bct target to evaluate? or 2. A way to check target.mercenary.active (I can't find it is docs).
i.e.
/bct toon //if (!${Me.Mercenary.State.Equal[ACTIVE]}) /nomodkey /notify MMGW_ManageWnd MMGW_SuspendButton LeftMouseUp
So basically, if your mercenary is inactive, click the suspend (unsuspend) button. Right now it runs the if statement on whoever is sending the BCT, which doesnt help determine if their merc is up. I haven't figured out how to check from the sender's side if the targets merc is active, I guess that is another way to skin it if anyone knows how I can check that (Hopefully outside just checking for the merc's name in group).
So, right now it works like:
ToonA has Merc up
ToonB's merc died, or is not up
ToonA sends the above BCT
ToonB does nothing because the if variables are populated with ToonA's variables and it thinks his merc is already up.
So is there either, 1. A way to escape and pass the if statement to the bct target to evaluate? or 2. A way to check target.mercenary.active (I can't find it is docs).


