||Usage: ||setguard xxx,yyy target_troops target_walls || ||<#F2F2F2 style="border-style:solid;border-color:rgb(170, 170, 170);padding:0.2em;">Example: ||attack 111,222 any w:100000,a:100,s:100,p:100,sw:100<
>scout 111,222 any s:100000<
>setguard 111,222 a:60000,cav:50000 ab:100 || This allows you to launch an attack and have it monitored for certain troop and wall conditions, and recall if they're exceeded. **NOTE** You must have a wall condition for the !SetGuard to work. As an example of a way to monitor a npc10 to make sure it's still a npc10 and not a player: {{{ 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 }}} 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. If the 1 scout dies, the attack is recalled.<
> If the 1 scout fails to get a report, the attack is recalled. <
> 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. If it has below those amounts of troops or walls, the attack is allowed to continue. You can add a sleep or landing time in on the scout so that it'll get there a few seconds before the attack does, so that you aren't scouting too soon. ---- CategoryDeployment