Brian 10 Posted September 2, 2016 Share Posted September 2, 2016 So I am playing a class with all instants and 400 ping, so I would like my fightclass to spam the next button until it is pressed. How would I do that? Maybe not a full out spam, but start looking for next button to press a couple hundred milliseconds early. I tried : cooldownc = Lua.LuaDoString<int>("start, duration, enabled = GetSpellCooldown('Black Arrow'); return start;"); if (cooldownc == 0 && BlackArrow.IsDistanceGood && BlackArrow.KnownSpell) { BlackArrow.Launch(); return; } Instead of : if (BlackArrow.IsSpellUsable && BlackArrow.IsDistanceGood && BlackArrow.KnownSpell) { BlackArrow.Launch(); return; } But it breaks the rotation and gets out of order because there is so much spamming it backs up. I tried adding sleeps but they didn't help much, rotation was suboptimal. using System; using System.Threading; using robotManager.Helpful; using robotManager.Products; using wManager.Wow.Class; using wManager.Wow.Helpers; using wManager.Wow.ObjectManager; public class Main : ICustomClass { public float Range { get { return 30f; } } private bool _isLaunched; private WoWUnit _lastTarget; public void Initialize() { _isLaunched = true; Logging.Write("Lock1.0 Started"); Rotation(); } public void Dispose() { _isLaunched = false; Logging.Write("Lock1.0 Stop in progress."); } public void ShowConfiguration() { Logging.Write("Lock1.0 No setting for this Fight Class."); //MessageBox.Show("[My fightclass] No setting for this Fight Class."); } public Spell BlackArrow = new Spell("Black Arrow"); public Spell KillCommand = new Spell("Kill Command"); public Spell ChimShot = new Spell("Chimera Shot"); public Spell MultiShot = new Spell("Multi-Shot"); public Spell AimedShot = new Spell("Aimed Shot"); public Spell ExpShot = new Spell("Explosive Shot"); public Spell SteadyShot = new Spell("Steady Shot"); public Spell KillShot = new Spell("Kill Shot"); public Spell HunterMark = new Spell("Hunter's Mark"); public Spell SerpSting = new Spell("Serpent Sting"); public Spell BeastWrath = new Spell("Bestial Wrath"); public Spell RapidFire = new Spell("Rapid Fire"); public Spell Readiness = new Spell(23989); public Spell CallPet = new Spell("Call Pet"); public int SerpID = 49001; public int HuntID = 19423; internal void Rotation() { Logging.Write("Lock1.0 Is started."); while (_isLaunched) { try { if (!Products.InPause) { if (!ObjectManager.Me.IsDeadMe) { //buffRotation(); if (Fight.InFight && ObjectManager.Me.Target > 0 && ObjectManager.Me.SpeedMoving == 0 && !ObjectManager.Me.GetMove) { CombatRotation(); } else if (ObjectManager.Me.Target == 0) { } } } } catch (Exception e) { Logging.WriteError("[My fightclass] ERROR: " + e); } Thread.Sleep(10); // Pause 10 ms to reduce the CPU usage. } Logging.Write("[My fightclass] Is now stopped."); } Aura GetAuraByPlayer(int ID) { Aura final = new Aura(0); Aura[] TargetAuras = ObjectManager.Target.GetAllBuff().ToArray(); foreach (Aura i in TargetAuras) { if (i.IsValid() && i.Owner == wManager.Wow.ObjectManager.ObjectManager.Me.Guid && i.SpellId == ID) { final = i; return i; } } return final; } internal void CombatRotation() { Aura SerpAura = GetAuraByPlayer(SerpID); Aura HuntAura = GetAuraByPlayer(HuntID); int cooldown; int cooldownb; int cooldownc; int cooldownd; int cooldowne; int cooldownf; int cooldowng; int cooldownh; int cooldowni; int cooldownj; if (!ObjectManager.Pet.IsValid) { CallPet.Launch(); return; } if (HunterMark.IsSpellUsable && HunterMark.IsDistanceGood && HunterMark.KnownSpell) { if (!ObjectManager.Target.HaveBuff("Hunter's Mark")) { HunterMark.Launch(); return; } } cooldown = Lua.LuaDoString<int>("start, duration, enabled = GetSpellCooldown('Bestial Wrath'); return start;"); if (BeastWrath.IsSpellUsable && BeastWrath.IsDistanceGood && BeastWrath.KnownSpell) { BeastWrath.Launch(); return; } if (RapidFire.IsSpellUsable && RapidFire.KnownSpell) { if (!ObjectManager.Me.HaveBuff("Rapid Fire")) { RapidFire.Launch(); return; } } if (SerpSting.IsDistanceGood && SerpSting.KnownSpell) { if (SerpAura.SpellId == 0) { SerpSting.Launch(); return; } } cooldownc = Lua.LuaDoString<int>("start, duration, enabled = GetSpellCooldown('Black Arrow'); return start;"); if (BlackArrow.IsSpellUsable && BlackArrow.IsDistanceGood && BlackArrow.KnownSpell) { BlackArrow.Launch(); return; } cooldowni = Lua.LuaDoString<int>("start, duration, enabled = GetSpellCooldown('Explosive Shot'); return start;"); if (ExpShot.IsSpellUsable && ExpShot.IsDistanceGood && ExpShot.KnownSpell) { ExpShot.Launch(); return; } cooldownd = Lua.LuaDoString<int>("start, duration, enabled = GetSpellCooldown('Chimera Shot'); return start;"); if (ChimShot.IsSpellUsable && ChimShot.IsDistanceGood && ChimShot.KnownSpell) { ChimShot.Launch(); return; } cooldowne = Lua.LuaDoString<int>("start, duration, enabled = GetSpellCooldown('Kill Command'); return start;"); if (KillCommand.IsSpellUsable && KillCommand.IsDistanceGood && KillCommand.KnownSpell) { KillCommand.Launch(); return; } cooldownf = Lua.LuaDoString<int>("start, duration, enabled = GetSpellCooldown('Multi-Shot'); return start;"); if (MultiShot.IsSpellUsable && MultiShot.IsDistanceGood && MultiShot.KnownSpell) { MultiShot.Launch(); return; } cooldowng = Lua.LuaDoString<int>("start, duration, enabled = GetSpellCooldown('Aimed Shot'); return start;"); if (AimedShot.IsSpellUsable && AimedShot.IsDistanceGood && AimedShot.KnownSpell) { AimedShot.Launch(); return; } cooldownh = Lua.LuaDoString<int>("start, duration, enabled = GetSpellCooldown('Kill Shot'); return start;"); if (KillShot.IsSpellUsable && KillShot.IsDistanceGood && KillShot.KnownSpell && ObjectManager.Target.HealthPercent < 20) { KillShot.Launch(); return; } cooldownj = Lua.LuaDoString<int>("start, duration, enabled = GetSpellCooldown('Readiness'); return start;"); Logging.WriteDebug(cooldownj.ToString()); if (Readiness.IsSpellUsable && Readiness.KnownSpell) { Readiness.Launch(); return; } if (SteadyShot.IsSpellUsable && SteadyShot.IsDistanceGood && SteadyShot.KnownSpell) { SteadyShot.Launch(); return; } } } that is what my rotation looks like, a bunch of those if statements Link to comment Share on other sites More sharing options...
Droidz 2734 Posted September 3, 2016 Share Posted September 3, 2016 Hello, try to change all "spellInstance.Launch();" Launch params: Spell.Launch(bool stopMove, bool waitIsCast, bool ignoreIfCast, string luaUnitId) Use params like: spell.Launch(spell.CastTime > 0, false); Link to comment Share on other sites More sharing options...
sith500 13 Posted April 24, 2019 Share Posted April 24, 2019 On 9/3/2016 at 6:20 AM, Brian said: cooldownc = Lua.LuaDoString<int>("start, duration, enabled = GetSpellCooldown('Black Arrow'); return start;"); if (cooldownc == 0 && BlackArrow.IsDistanceGood && BlackArrow.KnownSpell) Thanks for this code! Link to comment Share on other sites More sharing options...
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