// This shows how to define a function called cleaveWhenClose
// The function defines a parameter called `target`
function cleaveWhenClose(target)
if (hero.distanceTo(target) < 5)
// Put your attack code here
// If cleave is ready, then cleave target
if (hero.isReady("cleave")) {
hero.cleave(target);
}
// else, just attack `target`!
else {
hero.attack(target);
}
// This code is not part of the function.
while(true) {
var enemy = hero.findNearestEnemy();
if(enemy) {
// Note that inside cleaveWhenClose, we refer to the `enemy` as `target`.
cleaveWhenClose(enemy);
}
}
function (cleaveWhenClose(target)
if (hero.distanceTo(target) < 5)
// Put your attack code here
// If cleave is ready, then cleave target
if (hero.isReady("cleave")) {
hero.cleave(target);
}
function (cleaveWhenClose)(target)
if (hero.distanceTo(target) < 5))
// Put your attack code here
// If cleave is ready, then cleave target
if (hero.isReady("cleave")) {
hero.cleave(target);
}
function cleaveWhenClose(target)
if (hero.distanceTo(target) < 5))
// Put your attack code here
// If cleave is ready, then cleave target
if (hero.isReady("cleave")) {
hero.cleave(target);
}
}
function cleaveWhenClose(target) {
if (hero.distanceTo(target) < 5))
// Put your attack code here
// If cleave is ready, then cleave target
if (hero.isReady("cleave")) {
hero.cleave(target);
}
}