Findeh 34 Posted September 6, 2017 Share Posted September 6, 2017 It seems not working. It should return ms but so if i check: if (ObjectManager.Me.BuffTimeLeft("Thorns") <= 10000) { Thorns.Lounch(); } it always true and it rebuff thorns nonstop. Same for: ObjectManager.Me.BuffTimeLeft(new List<uint> { 9910 }) <= 1000 and same for: ObjectManager.Me.BuffTimeLeft(new List<uint> { 9910 }) <= 1 Link to comment https://wrobot.eu/forums/topic/7011-if-bufftimeleft-bugged/ Share on other sites More sharing options...
Djipse 0 Posted September 6, 2017 Share Posted September 6, 2017 this code also always return true <QuestsSorted Action="While" NameClass="ObjectManager.GetObjectWoWUnit().Where(u => u.IsDead && u.IsLootable && u.GetDistance2D <= 40) != null" /> Link to comment https://wrobot.eu/forums/topic/7011-if-bufftimeleft-bugged/#findComment-31715 Share on other sites More sharing options...
Droidz 2742 Posted September 7, 2017 Share Posted September 7, 2017 Hello, can you share result of "Player/Target Buff/Debuff" (you can found this button in "dev... tools" (tab "tools")) (when you have this buff) Link to comment https://wrobot.eu/forums/topic/7011-if-bufftimeleft-bugged/#findComment-31743 Share on other sites More sharing options...
Findeh 34 Posted September 7, 2017 Author Share Posted September 7, 2017 Sure.http://prntscr.com/gi7737 Seems like It always returns "TimeLeft" == 0, for all buffs. Have not noticed this at first time Link to comment https://wrobot.eu/forums/topic/7011-if-bufftimeleft-bugged/#findComment-31746 Share on other sites More sharing options...
Droidz 2742 Posted September 8, 2017 Share Posted September 8, 2017 Link to comment https://wrobot.eu/forums/topic/7011-if-bufftimeleft-bugged/#findComment-31804 Share on other sites More sharing options...
Findeh 34 Posted September 8, 2017 Author Share Posted September 8, 2017 Ah, i see, sorry for disturbance then. Link to comment https://wrobot.eu/forums/topic/7011-if-bufftimeleft-bugged/#findComment-31814 Share on other sites More sharing options...
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