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How to make rotation spam next button

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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

  • 2 years later...
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!

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