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<s1 title="SetGuard"><table><strong class="highlight"><![CDATA[]]></strong><tr><td><strong class="highlight"><![CDATA[]]></strong><p>Usage: </p>
</td><td><strong class="highlight"><![CDATA[]]></strong><p>setguard xxx,yyy target_troops target_walls </p>
</td></tr><tr><td><strong class="highlight"><![CDATA[]]></strong><p>Example: </p>
</td><td><strong class="highlight"><![CDATA[]]></strong><p>attack 111,222 any w:100000,a:100,s:100,p:100,sw:100<br/>
scout 111,222 any s:100000<br/>
setguard 111,222 a:60000,cav:50000 ab:100 </p>
</td></tr></table><p>This allows you to launch an attack and have it monitored for certain troop and wall conditions, and recall if they&apos;re exceeded. **NOTE** You must have a wall condition for the SetGuard to work. </p>
<p>As an example of a way to monitor a npc10 to make sure it&apos;s still a npc10 and not a player: </p>
<p></p>
<source><![CDATA[attack 111,222 bob c:99k,s:1k
scout 111,222 fred s:1
setguard 111,222 wo:1,w:400001,s:1,p:1,sw:1,a:1,c:1,cata:1,t:1,b:1,r:1,cp:1 at:5000,tre:2000]]></source><p>This says to send your cav/scout attack at the target, then send 1 scout, then setguard on that attack with those conditions on that 3rd line. </p>
<p>If the 1 scout dies, the attack is recalled.<br/>
 If the 1 scout fails to get a report, the attack is recalled. <br/>
 If the 1 scout peeks inside the target and sees any of those amounts of troops or walls in the city, the attack is recalled. </p>
<p>If it has below those amounts of troops or walls, the attack is allowed to continue. </p>
<p>You can add a sleep or landing time in on the scout so that it&apos;ll get there a few seconds before the attack does, so that you aren&apos;t scouting too soon. </p>
<p></p>

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<p> <jump href="/wiki/CategoryDeployment">CategoryDeployment</jump> </p>
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