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How to force the current step to end and go to next step?

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When I kill the boss in the Alterac Valley battleground and use '<IsCompleteCondition>return ObjectManager.GetWoWUnitByEntry(11948).Count==0;</IsCompleteCondition>' to determine completion, Wrobot will stay at the current step if there are other enemies nearby. How should I handle this?

At 14:50 the Boss has been killed.

[D] 14:49:42.222 - [Quester] New step (27): KillBoss>Pulse
[N] 14:49:42.579 - [Path-Finding] FindPath from 665.02 ; -27.7919 ; 50.6199 ; "None" to 722.43 ; -10.9982 ; 50.62147 ; "None" (PVPZone01)
[N] 14:49:42.579 - [Path-Finding] Path Count: 6 (70.55028y, 0ms)
[D] 14:51:52.196 - [Fight] Mob seem bugged

 

 

 

 

    <QuestsSorted Action="If" NameClass="ObjectManager.Me.Position.DistanceTo2D(new Vector3(722.43,-10.9982,50.62141)) &lt; 200&#xD;&#xA;" />
    <QuestsSorted Action="If" NameClass="ObjectManager.GetWoWUnitByEntry(11948).Count!=0" />
    <QuestsSorted Action="Pulse" NameClass="KillBoss" />
    <QuestsSorted Action="Wait" NameClass="1000" />
    <QuestsSorted Action="EndIf" NameClass="" />
    <QuestsSorted Action="EndIf" NameClass="" />
    <QuestsSorted Action="If" NameClass="ObjectManager.Me.Position.DistanceTo2D(new Vector3(722.43,-10.9982,50.62141)) &lt; 100&#xD;&#xA;" />
    <QuestsSorted Action="If" NameClass="ObjectManager.GetWoWUnitByEntry(11948).Count==0" />
    <QuestsSorted Action="RunLuaCode" NameClass="WorldStateScoreFrameLeaveButton:Click();" />
    <QuestsSorted Action="EndIf" NameClass="" />
    <QuestsSorted Action="EndIf" NameClass="" />
 

    <EasyQuest>
      <Name>KillBoss</Name>
      <QuestId />
      <QuestType>KillAndLoot</QuestType>
      <QuestClass xsi:type="KillAndLootEasyQuestClass">
        <HotSpots>
          <Vector3 X="722.43" Y="-10.9982" Z="50.62141" />
        </HotSpots>
        <EntryTarget>
          <int>11948</int>
        </EntryTarget>
        <IsGrinderNotQuest>true</IsGrinderNotQuest>
        <IsHotspots>true</IsHotspots>
      </QuestClass>
      <ObjectiveCount1>0</ObjectiveCount1>
      <ObjectiveCount2>0</ObjectiveCount2>
      <ObjectiveCount3>0</ObjectiveCount3>
      <ObjectiveCount4>0</ObjectiveCount4>
      <ObjectiveCount5>0</ObjectiveCount5>
      <AutoDetectObjectiveCount1>false</AutoDetectObjectiveCount1>
      <AutoDetectObjectiveCount2>false</AutoDetectObjectiveCount2>
      <AutoDetectObjectiveCount3>false</AutoDetectObjectiveCount3>
      <AutoDetectObjectiveCount4>false</AutoDetectObjectiveCount4>
      <AutoDetectObjectiveCount5>false</AutoDetectObjectiveCount5>
      <CanCondition />
      <IsCompleteCondition>return ObjectManager.GetWoWUnitByEntry(11948).Count==0;</IsCompleteCondition>
      <WhenSelectStep />
      <WhenLeaveStep />
      <RepeatableQuest>false</RepeatableQuest>
      <NotRequiredInQuestLog>true</NotRequiredInQuestLog>
      <PickUpQuestOnItem>false</PickUpQuestOnItem>
      <PickUpQuestOnItemID>0</PickUpQuestOnItemID>
      <Comment />
      <GossipOptionRewardItem>1</GossipOptionRewardItem>
      <RequiredQuest>0</RequiredQuest>
      <MaxLevel>100</MaxLevel>
      <MinLevel>0</MinLevel>
      <WoWClass>None</WoWClass>
    </EasyQuest>

 

Thanks!

  • 2 weeks later...
  • 4 weeks later...
  • Author
On 2/6/2024 at 9:07 AM, Weer36 said:

<IsCompleteCondition>return !ObjectManager.GetWoWUnitByEntry(11948).Any(u=>u.IsAlive);</IsCompleteCondition>

Thank you!

  • Author
On 1/23/2024 at 6:10 PM, Matenia said:

If the boss is dead, it won't complete.

The unit still exists. Filter for alive units or create a second condition that checks if there's one returned unit and it's dead

Thak you!

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