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I did not find lots of information for if endif conditions or while conditions so i write some stuff down here to help other people:


IF/ENDIF:

- LEVEL CHECKING / if char level = or above run task

    <QuestsSorted Action="If" NameClass="ObjectManager.Me.Level >= 70" />
    <QuestsSorted Action="EndIf" NameClass="" />

- CONTINENT CHECKING / if on continent northrend run task or gotostep in your quest profile

    <QuestsSorted Action="If" NameClass="wManager.Wow.Helpers.Usefuls.ContinentId == (int)wManager.Wow.Enums.ContinentId.Northrend" />
    <QuestsSorted Action="GoToStep" NameClass="451" />
    <QuestsSorted Action="EndIf" NameClass="" />

- ZONE CHECKING / if in zone Tanaris run task

    <QuestsSorted Action="If" NameClass="wManager.Wow.Helpers.Usefuls.MapZoneName == &quot;Tanaris&quot;" />
    <QuestsSorted Action="GoToStep" NameClass="175" />
    <QuestsSorted Action="EndIf" NameClass="" />

Use:
http://wow.gamepedia.com/MapID


- Two IF/ENDIF conditions / if level 80 or above and in zone Mount Hyjal do task or gotostep

    <QuestsSorted Action="If" NameClass="ObjectManager.Me.Level &gt;= 80" />
    <QuestsSorted Action="If" NameClass="wManager.Wow.Helpers.Usefuls.MapZoneName == &quot;Mount Hyjal&quot;" />
    <QuestsSorted Action="GoToStep" NameClass="551" />
    <QuestsSorted Action="EndIf" NameClass="" />
    <QuestsSorted Action="EndIf" NameClass="" />

You can also combine in one IF/ENDIF, but i like to seperate everything. (Thx Droidz)
wManager.Wow.Helpers.Usefuls.ContinentId == (int)wManager.Wow.Enums.ContinentId.Northrend && wManager.Wow.ObjectManager.ObjectManager.Me.Level >= 71 && wManager.Wow.ObjectManager.ObjectManager.Me.Level <= 79

 

While Conditions:

repeats a task with a special condition, can be a portal use/ taxi node or even zeppelin workaround

    <QuestsSorted Action="While" NameClass="ObjectManager.Me.Position.DistanceTo2D(new Vector3(1791.696f, -4273.472f, 7.674594f)) &lt; 2000" />
    <QuestsSorted Action="RunCode" NameClass="var position = new Vector3(1791.696f, -4273.472f, 7.674594f);&#xD;&#xA;int objEntryId = 195142;&#xD;&#xA;&#xD;&#xA;if (wManager.Wow.Bot.Tasks.GoToTask.ToPositionAndIntecractWithGameObject(position, objEntryId))&#xD;&#xA;{&#xD;&#xA;    System.Threading.Thread.Sleep(1500);&#xD;&#xA;}" />
    <QuestsSorted Action="EndWhile" NameClass="" />

 

other useful stuff:

#get button names in wow
/run print(GetMouseFocus():GetName())


#equip transmog gear for your collection and then equip your normal gear again with addon autogear
/run for b=0,NUM_BAG_SLOTS do for s=1,GetContainerNumSlots(b) do local l=GetContainerItemLink(b,s) if l then if format('%9$s',GetItemInfo(l)) ~= '' then EquipItemByName(l) end end end end
/ag scan

    <QuestsSorted Action="RunLuaCode" NameClass="RunMacroText (&quot;/run for b=0,NUM_BAG_SLOTS do for s=1,GetContainerNumSlots(b) do local l=GetContainerItemLink(b,s) if l then if format('%9$s',GetItemInfo(l)) ~= '' then EquipItemByName(l) end end end end&quot;);" />
    <QuestsSorted Action="Wait" NameClass="2000" />
    <QuestsSorted Action="RunLuaCode" NameClass="RunMacroText (&quot;/ag scan&quot;);" />
    <QuestsSorted Action="Wait" NameClass="2000" />

#in wow
/script print(GetAreaMapInfo(GetCurrentMapAreaID()))
/dump (GetMapInfo())
/dump (GetMapContinentsInfo())


#aborts all quests, i hate questlogs, lets dump them all

    <QuestsSorted Action="RunLuaCode" NameClass="RunMacroText (&quot;/run for i=1,GetNumQuestLogEntries() do SelectQuestLogEntry(i); SetAbandonQuest(); AbandonQuest(); end&quot;);" />

 

 

 

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Use hearthstone and check if not attacked by mobs, if attacked wait 5 seconds and check again. (if you want to use hearthstone after grind area)

If no mobs go home

 

    <QuestsSorted Action="None" NameClass="TELEPORT HOME" />
    <QuestsSorted Action="None" NameClass="detect if player is attacked" />
    <QuestsSorted Action="If" NameClass="ObjectManager.GetNumberAttackPlayer() &gt; 0" />
    <QuestsSorted Action="Wait" NameClass="5000" />
    <QuestsSorted Action="GoToStep" NameClass="3" />
    <QuestsSorted Action="EndIf" NameClass="" />
    <QuestsSorted Action="Wait" NameClass="2000" />
    <QuestsSorted Action="RunCode" NameClass="wManager.wManagerSetting.CurrentSetting.CloseIfPlayerTeleported = false;" />
    <QuestsSorted Action="RunLuaCode" NameClass="local itemName, _, _, _, _, _, _, _ = GetItemInfo(6948);&#xD;&#xA; RunMacroText(&quot;/use &quot; .. itemName);" />
    <QuestsSorted Action="Wait" NameClass="20000" />
    <QuestsSorted Action="None" NameClass="TELEPORT HOME ENDE" />

 

- edit:

    <QuestsSorted Action="GoToStep" NameClass="3" /> (<- change this number according to your step number in your profile)

A while condition should be even a better solution without gotostep...

 

 

 

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Precise movement in small areas:

Recently i had problems with a small cave and the waypoints in a quester profile killandloot uses nearest waypoint,
so the problem was that if i kill mobs too far away from the player the bot used the nearest waypoint instead of
the latest waypoint.
With bad luck you go inside a cave, kill a mob and go outside again :-)

That might be a problem if you want to run through all the cave, kill all mobs and leave after and repeat.
I want maximum mobs per hour to kill, so its important to run the entire cave without going back too far for respawn times.


My workaround for this problem:

You can make precise movement with a failsafe return point

So lets make 10 killandloot routines with this special cave, not one!


    <QuestsSorted Action="Pulse" NameClass="caveentry1" />
    <QuestsSorted Action="Pulse" NameClass="cavepart2" />
    <QuestsSorted Action="Pulse" NameClass="cavepart3" />
    <QuestsSorted Action="Pulse" NameClass="cavepart4" />
    <QuestsSorted Action="Pulse" NameClass="cavepart5" />
    <QuestsSorted Action="Pulse" NameClass="cavepart6" />
    <QuestsSorted Action="Pulse" NameClass="cavepart7" />
    <QuestsSorted Action="Pulse" NameClass="cavepart8" />
    <QuestsSorted Action="Pulse" NameClass="cavepart9" />
    <QuestsSorted Action="Pulse" NameClass="caveexit10" />


Now record only parts of the routines, go 100-200 meters, then get the coordinate
and then do the next part from the end location of part1.
(if the iscomplete condition is not triggered due a mob kill that was too far away
 it only runs back a few meters and next time it triggers and runs the next cavepart)

Use
      <IsCompleteCondition>return (ObjectManager.Me.Position.DistanceTo2D(new Vector3(x, y, z)) &lt; 15);</IsCompleteCondition>

for every part.


With this workaround you can make precise movement in small areas if it is necessary.

 

cave.jpg

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