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Skinning using obsidian knife, checking condition of obsidian knife
#11
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I've changed the script adding pausewalking(0) to reset after the script works.
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#12
tried deleting the is around but it just error'ed  out

local SETTINGS = {
    KNIFE_ID = 5238, -- Obsidian knife id
    MAX_RANGE = 2, -- Max range/distance away to skin bodies
    BODIES = { 0000, 0000, 4011 } -- Bodies IDs that you wanna skin.
}
islooting() == false and lootbodies() == 0 then
    local tiles = gettiles()
    local player_x, player_y, player_z = posx(), posy(), posz()
    for _, tile in ipairs(tiles) do
        if tile.posz == player_z and math.abs(player_x - tile.posx) <= SETTINGS.MAX_RANGE and math.abs(player_y - tile.posy) <= SETTINGS.MAX_RANGE and tile.itemcount > 1 and table.find(SETTINGS.BODIES, tile.topitem.id) ~= nil then
            pausewalking(10000)
            if iswalking() then
                stop()
                wait(500)
            end
            local flag = true
            if proximity(player_x, player_y, tile.posx, tile.posy) > 1 then
                flag = reachlocation(tile.posx, tile.posy, tile.posz, false)
                wait(500, 1000)
            end
            if flag then
                useitemon(SETTINGS.KNIFE_ID, tile.posx, tile.posy, tile.posz)
                wait(500, 1000)
            end
        end
    end
    pausewalking(500)
end
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#13
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Hello.

You didn’t mention the error, there’s a piece of code missing before islooting(). Just compare my code with yours.
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#14
14:21:37 - LUA Script -> Persistent01: 7: unexpected symbol near '=='
also after it skins it sits there sometimes i have to move it manually not really sure what went wrong compared to when i first used it
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#15
As I said, there's a piece of code missing before islooting(). Just compare my code with yours.
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#16
yeah because you said to remove "Yes, remove maround() == 0 in conditional." so i did but i messed something up
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#17
Tongue 
if at possible can you remove the if maaround for me please because i figured out if i change the frequency in which it skins the monsters and it just skins after i kill one theres no need for the pause walking i can just set it to 0
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#18
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Hello.

Well, i disagree because can mess up with Cavebot, but it's up to you.
local SETTINGS = {
    KNIFE_ID = 1234, -- Obsidian knife id
    MAX_RANGE = 5, -- Max range/distance away to skin bodies
    BODIES = { 1234, 4321, 5432 } -- Bodies IDs that you wanna skin.
}

if islooting() == false and lootbodies() == 0 then
    local tiles = gettiles()
    local player_x, player_y, player_z = posx(), posy(), posz()
    for _, tile in ipairs(tiles) do
        if tile.posz == player_z and math.abs(player_x - tile.posx) <= SETTINGS.MAX_RANGE and math.abs(player_y - tile.posy) <= SETTINGS.MAX_RANGE and tile.itemcount > 1 and table.find(SETTINGS.BODIES, tile.topitem.id) ~= nil then
            if iswalking() then
                stop()
                wait(200)
            end

            local flag = true
            if proximity(player_x, player_y, tile.posx, tile.posy) > 1 then
                flag = reachlocation(tile.posx, tile.posy, tile.posz, false)
                wait(300, 800)
            end

            if flag then
                useitemon(SETTINGS.KNIFE_ID, tile.posx, tile.posy, tile.posz)
                wait(500, 800)
            end
        end
    end
end
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#19
or better yet i just though about this in the car is it possible to change ifmaround = 0 to ifmaround = true/false?

ok i figured it out i was missing if at the start so if is looting instead of is looting

but now it doesn't loot at all it just skins even though i have looter enabled
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#20
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Hello.

1. Your request makes no sense, since (maround == 0) = true/false
2. I have absolutely no idea what you are talking about. Because the script i've posted is fine.
3. The script doesn't touches Looter, so it's not related.
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