Instead of:
SCAR Code:
Procedure DeathWalk;
begin
MakeCompass('n');
if RadialRoadWalk(FindLumbyRoadColor, 90, 100, 300, 5, 5)then // out of castle
wait(5000);
if RadialRoadWalk(FindBridgeColor, 40, 100, 300, 5, 5)then // onto bridge
wait(1000);
if RadialRoadWalk(FindLumbyRoadColor, 90, 110, 300, 5, 5)then // off of bridge
wait(1000);
if RadialRoadWalk(FindLumbyRoadColor, 10, 35, 300, 5, 5)then // right before dirt road
wait(1000);
if RadialRoadWalk(FindDirtRoadColor, 330, 360, 300, 5, 5)then //middle of dirt road
wait(1000);
if RadialRoadWalk(FindDirtRoadColor, 330, 360, 30, 5, 5)then// end of dirt road
wait(1000);
if RadialRoadWalk(FindLumbyRoadColor, 330, 360, 300, 5, 5)then // almost at pen
wait(1000);
if RadialRoadWalk(FindLumbyRoadColor, 330, 360, 300, 5, 5)then // infront of pen
wait(1000);
if FindSymbol(x, y, 'churn') then
begin
FindGate;
inc(DeathW);
end;
end;
You could do:
SCAR Code:
Procedure DeathWalk;
begin
MakeCompass('n');
if RadialRoadWalk(FindLumbyRoadColor, 90, 100, 300, 5, 5)then // out of castle
FFlag(6);
if RadialRoadWalk(FindBridgeColor, 40, 100, 300, 5, 5)then // onto bridge
FFlag(6);
if RadialRoadWalk(FindLumbyRoadColor, 90, 110, 300, 5, 5)then // off of bridge
FFlag(6);
if RadialRoadWalk(FindLumbyRoadColor, 10, 35, 300, 5, 5)then // right before dirt road
FFlag(6);
if RadialRoadWalk(FindDirtRoadColor, 330, 360, 300, 5, 5)then //middle of dirt road
FFlag(6);
if RadialRoadWalk(FindDirtRoadColor, 330, 360, 30, 5, 5)then// end of dirt road
FFlag(6);
if RadialRoadWalk(FindLumbyRoadColor, 330, 360, 300, 5, 5)then // almost at pen
FFlag(6);
if RadialRoadWalk(FindLumbyRoadColor, 330, 360, 300, 5, 5)then // infront of pen
FFlag(6);
if FindSymbol(x, y, 'churn') then
begin
FindGate;
inc(DeathW);
end;
end;
Or something like that.
I think it is less bandable.
It checks for flag until it is gone or something to that effect