Guangwei 0 Posted January 23 Share Posted January 23 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)) < 200
" /> <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)) < 100
" /> <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! Link to comment Share on other sites More sharing options...
Matenia 620 Posted January 23 Share Posted January 23 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 Link to comment Share on other sites More sharing options...
Weer36 3 Posted February 6 Share Posted February 6 <IsCompleteCondition>return !ObjectManager.GetWoWUnitByEntry(11948).Any(u=>u.IsAlive);</IsCompleteCondition> Link to comment Share on other sites More sharing options...
Guangwei 0 Posted March 5 Author Share Posted March 5 On 2/6/2024 at 9:07 AM, Weer36 said: <IsCompleteCondition>return !ObjectManager.GetWoWUnitByEntry(11948).Any(u=>u.IsAlive);</IsCompleteCondition> Thank you! Link to comment Share on other sites More sharing options...
Guangwei 0 Posted March 5 Author Share Posted March 5 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! Link to comment Share on other sites More sharing options...
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