January 23, 20242 yr 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!
January 23, 20242 yr 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
February 6, 20242 yr <IsCompleteCondition>return !ObjectManager.GetWoWUnitByEntry(11948).Any(u=>u.IsAlive);</IsCompleteCondition>
March 5, 20242 yr Author On 2/6/2024 at 9:07 AM, Weer36 said: <IsCompleteCondition>return !ObjectManager.GetWoWUnitByEntry(11948).Any(u=>u.IsAlive);</IsCompleteCondition> Thank you!
March 5, 20242 yr 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!
Create an account or sign in to comment