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Not repairing items if only one items is broken?

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Hello. i have a problem botting paladins, they refuse to repair items if only one item is broken for example, if it happens to his Weapon, it cause some problems, paladin is still strong enough to kill enemies with magic, and he cant get less durability cause he's not dying, but ofc grind is way to slow with that, Is it really true that wrobot Force repair run only after total durability check of all items?

Hello, try plugin like (no tested):

 

using System.ComponentModel;
using robotManager.FiniteStateMachine;
using robotManager.Helpful;
using wManager.Wow.Bot.States;
using wManager.Wow.Helpers;
using Timer = robotManager.Helpful.Timer;

public class Main : wManager.Plugin.IPlugin
{
    public void Initialize()
    {
        var t = new Timer(5 * 5000);
        robotManager.Events.FiniteStateMachineEvents.OnBeforeCheckIfNeedToRunState += delegate (Engine engine, State state, CancelEventArgs cancelable)
        {
            try
            {
                if (t.IsReady &&
                    Conditions.InGameAndConnectedAndAliveAndProductStartedNotInPause &&
                    !Conditions.IsAttackedAndCannotIgnore &&
                    state.DisplayName == "To Town")
                {
                    t.Reset();
                    // https://wowwiki.fandom.com/wiki/API_GetInventoryItemDurability
                    if (!ToTown.ForceToTown &&
                        Lua.LuaDoString<double>(
                            @"local current, maximum = GetInventoryItemDurability(16);
                                    if not maximum then
                                        return 1
                                    end
                                    if not current then
                                        return 0;
                                    end
                                    return maximum / current;") < 0.1)
                    {
                        Logging.Write("Force go to town weapon broken");
                        ToTown.ForceToTown = true;
                    }
                }
            }
            catch { }
        };
    }

    public void Dispose()
    {
    }

    public void Settings()
    {
    }
}

 

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