haha ya i did test it but was testing other things at the same time and didnt. "clue in" that it was going inside till later.
I am however still having issues with some of the isunitonline and ingroup etc... its messy cuz ive been trying everything to get them passing and not passing when they should but heres a sample of what im trying todo. it shold not continue if im incombat or the target player isnt online or isnt in group and should execute the basic jumpto only giving the error in the top right corner which im happy with.
Code:
-- Travel to player
function RidinDirty.TravelToPlayer()
local savedPlayer = RidinDirty.savedVariables.savedPlayer
local effectId = RidinDirty.savedVariables.effectId
local effectDelay = RidinDirty.savedVariables.effectDelay
if savedPlayer == nil or savedPlayer == "" then return end
if not IsUnitInCombat(player) then
if IsUnitOnline(savedPlayer) then
if IsPlayerInGroup(savedPlayer) then
if IsCollectibleUnlocked(effectId) and IsCollectibleUsable(effectId) and GetCollectibleCooldownAndDuration(effectId) == 0 then
UseCollectible(effectId)
zo_callLater(function() JumpToGroupMember(savedPlayer) end, effectDelay)
if effectId == 347 then
df("|c9900FF[RidinDirty]|r There's a blood mist forming near %s", savedPlayer)
end
else
JumpToGroupMember(savedPlayer)
end
else
JumpToGroupMember(savedPlayer)
end
else
JumpToGroupMember(savedPlayer)
end
else
JumpToGroupMember(savedPlayer)
end
end