public override bool Check() { if (_restState.Check()) { return(false); } // Make sure we don't need trusts if (new SummonTrustsState(Memory).Check()) { return(false); } // Mobs has not been pulled if pulling moves are available. if (!IsFighting) { return(false); } // target null or dead. if (!UnitFilters.MobFilter(EliteApi, Target, Config)) { return(false); } // Engage is enabled and we are not engaged. We cannot proceed. if (Config.IsEngageEnabled) { return(EliteApi.Player.Status.Equals(Status.Fighting)); } // Engage is not checked, so just proceed to battle. return(true); }
public override bool Check() { if (_restState.Check()) { return(false); } // Mobs has not been pulled if pulling moves are available. if (!IsFighting) { return(false); } // target null or dead. if (!UnitFilters.MobFilter(fface, Target)) { return(false); } // Engage is enabled and we are not engaged. We cannot proceed. if (Config.Instance.IsEngageEnabled) { return(fface.Player.Status.Equals(Status.Fighting)); } // Engage is not checked, so just proceed to battle. return(true); }