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Everything posted by Droidz
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Hello, I'll not fix problem with path finder now, I'll fix it for WoD.
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Hello, If you can share your fightclass please (to look your spell settings). Do you have try to look on another fightclass how heal spell has setting?
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Hi ... Have you an easy tip for :
Droidz replied to PierreDeRosette's topic in Developers assistance
Hello, To get if it is enemy player: if (ObjectManager.Target.Type == WoWObjectType.Player) { if (((WoWPlayer) ObjectManager.Target).PlayerFaction != ObjectManager.Me.PlayerFaction) { // Is enemy player } } To interact with your current target (this is useless because it is already your target): Interact.InteractGameObject(ObjectManager.Target.GetBaseAddress); I ignore exactly what is your objective, but if you want search and interact with an enemy player you can use code like: List<WoWPlayer> enemyPlayerList; if (ObjectManager.Me.IsAlliance) enemyPlayerList = ObjectManager.GetWoWUnitHorde(); else enemyPlayerList = ObjectManager.GetWoWUnitAlliance(); WoWPlayer nearestPlayerEnemy = ObjectManager.GetNearestWoWPlayer(enemyPlayerList); if (nearestPlayerEnemy.IsValid && nearestPlayerEnemy.IsAlive && nearestPlayerEnemy.GetDistance < 150) { Interact.InteractGameObject(nearestPlayerEnemy.GetBaseAddress); if (ObjectManager.Me.Target == nearestPlayerEnemy.Guid) { // OK } } To get the nearest attackable NPC: List<WoWUnit> unitList = ObjectManager.GetObjectWoWUnit(); List<WoWUnit> enemyUnitList = new List<WoWUnit>(); foreach (var woWUnit in unitList) { if (woWUnit.IsValid && woWUnit.IsAlive && woWUnit.Reaction <= Reaction.Neutral && UnitCanAttack.CanAttack(woWUnit.GetBaseAddress, ObjectManager.Me.GetBaseAddress)) enemyUnitList.Add(woWUnit); } WoWUnit nearestUnitEnemy = ObjectManager.GetNearestWoWUnit(enemyUnitList); if (nearestUnitEnemy.IsValid && nearestUnitEnemy.IsAlive && nearestUnitEnemy.GetDistance < 150) { Interact.InteractGameObject(nearestUnitEnemy.GetBaseAddress); if (ObjectManager.Me.Target == nearestUnitEnemy.Guid) { // OK } } -
ps: And read this post:
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Hello, Try to download already installed pack: http://download.wrobot.eu/wrobot/tmp/WRobotFullPack.zip If you can send me your log (you can found it in "Logs" folder).
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Bonjour, Le robot suit le chemin enregistré dans le profil, il sort du chemin que quand il à une cible (tuer un PNJ, ramasser une mine...) puis y revient.
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Hello, For the first problem, you need only to put same min/max level at the low level quest required and at the quest desired (it is easy way, you can also use C# code). For your second problem, I'll fix it.
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ps: And share your fightclass
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Hello, please post it in the forum, it is not wrobot bug. Do you have try to look how works this spell in the fight class delivered with the bot?
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Hello, Try to deactivate option " attack before being attacked " for don jon.
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Hello, Look on google: https://www.google.fr/search?q=Win32Exception+(0x80004005)&oq=Win32Exception+(0x80004005)
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Hello, This feature is added in bot "Schedule" (param "/Wait").
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Hello, I cannot add drop menu (this required a lot of change). For condition description I have reply here:
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Hello, Please post on forum, it is not bug (and I have reply ).
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Hello, You need to use Unlimited subscription to launch several wrobot at the same time or several normal subscription key (you cannot use same license key of normal subscription at the same time).
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Hello, Search on the forum, a lot of ask for this.
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Hello, Nice idea. I have added this feature, if someone can help me to complete descriptions: case FightClassContionsType.None: info = Translate.Get(""); break; case FightClassContionsType.PetHealthPercent: info = Translate.Get(""); break; case FightClassContionsType.TargetHealthPercent: info = Translate.Get(""); break; case FightClassContionsType.HealthPercent: info = Translate.Get("Your Percent health (0 to 100)"); break; case FightClassContionsType.ComboPoint: info = Translate.Get(""); break; case FightClassContionsType.Mana: info = Translate.Get("Your mana"); break; case FightClassContionsType.Rage: info = Translate.Get("Your Rage"); break; case FightClassContionsType.Focus: info = Translate.Get("Your Focus"); break; case FightClassContionsType.Energy: info = Translate.Get("Your Energy"); break; case FightClassContionsType.Chi: info = Translate.Get("Your Chi (don't works, use \"Light Force\" for get Chi"); break; case FightClassContionsType.Runes: info = Translate.Get("Your runes"); break; case FightClassContionsType.RunicPower: info = Translate.Get("Your runic power"); break; case FightClassContionsType.SoulShards: info = Translate.Get("Your soul shards"); break; case FightClassContionsType.Eclipse: info = Translate.Get(""); break; case FightClassContionsType.HolyPower: info = Translate.Get(""); break; case FightClassContionsType.Alternate: info = Translate.Get(""); break; case FightClassContionsType.DarkForce: info = Translate.Get(""); break; case FightClassContionsType.LightForce: info = Translate.Get("Your light force (this return Chi)"); break; case FightClassContionsType.ShadowOrbs: info = Translate.Get(""); break; case FightClassContionsType.BurningEmbers: info = Translate.Get(""); break; case FightClassContionsType.DemonicFury: info = Translate.Get(""); break; case FightClassContionsType.ArcaneCharges: info = Translate.Get(""); break; case FightClassContionsType.TargetDistance: info = Translate.Get(""); break; case FightClassContionsType.DistancePetToTarget: info = Translate.Get(""); break; case FightClassContionsType.DistanceMeToPet: info = Translate.Get(""); break; case FightClassContionsType.MeLevel: info = Translate.Get(""); break; case FightClassContionsType.TargetLevel: info = Translate.Get(""); break; case FightClassContionsType.CombatStartSinceMs: info = Translate.Get(""); break; case FightClassContionsType.HostileUnitNear: info = Translate.Get(""); break; case FightClassContionsType.UnitAttackPlayerNear: info = Translate.Get(""); break; case FightClassContionsType.HostileUnitNearTarget: info = Translate.Get(""); break; case FightClassContionsType.UnitAttackPlayerNearTarget: info = Translate.Get(""); break; case FightClassContionsType.Buff: info = Translate.Get(""); break; case FightClassContionsType.TargetBuff: info = Translate.Get(""); break; case FightClassContionsType.PetBuff: info = Translate.Get(""); break; case FightClassContionsType.KnowSpell: info = Translate.Get(""); break; case FightClassContionsType.IsSpellUsable: info = Translate.Get(""); break; case FightClassContionsType.BuffCastedByMe: info = Translate.Get(""); break; case FightClassContionsType.TargetBuffCastedByMe: info = Translate.Get(""); break; case FightClassContionsType.PetBuffCastedByMe: info = Translate.Get(""); break; case FightClassContionsType.InBattleground: info = Translate.Get(""); break; case FightClassContionsType.HaveTarget: info = Translate.Get(""); break; case FightClassContionsType.HavePet: info = Translate.Get(""); break; case FightClassContionsType.MeInCombat: info = Translate.Get(""); break; case FightClassContionsType.MeInMove: info = Translate.Get(""); break; case FightClassContionsType.TargetInMove: info = Translate.Get(""); break; case FightClassContionsType.PetInMove: info = Translate.Get(""); break; case FightClassContionsType.TargetInCast: info = Translate.Get(""); break; case FightClassContionsType.PetInCast: info = Translate.Get(""); break; case FightClassContionsType.MeInCast: info = Translate.Get(""); break; case FightClassContionsType.TargetIsPlayer: info = Translate.Get(""); break; case FightClassContionsType.TargetIsSummoned: info = Translate.Get(""); break; case FightClassContionsType.TargetPetIsMyTarget: info = Translate.Get(""); break; case FightClassContionsType.TargetTargetingMe: info = Translate.Get(""); break; case FightClassContionsType.TargetTargetingMeOrMyPet: info = Translate.Get(""); break; case FightClassContionsType.TargetTargetingMyPet: info = Translate.Get(""); break; case FightClassContionsType.TargetTargetingPartyMember: info = Translate.Get(""); break; case FightClassContionsType.TargetIsElite: info = Translate.Get(""); break; case FightClassContionsType.TargetIsWorldBoss: info = Translate.Get(""); break; case FightClassContionsType.TargetIsBoss: info = Translate.Get(""); break; case FightClassContionsType.MeIsStunned: info = Translate.Get(""); break; case FightClassContionsType.TargetIsStunned: info = Translate.Get(""); break; case FightClassContionsType.PetIsStunned: info = Translate.Get(""); break; case FightClassContionsType.MeIsSwimming: info = Translate.Get(""); break; case FightClassContionsType.TargetIsSwimming: info = Translate.Get(""); break; case FightClassContionsType.PetIsSwimming: info = Translate.Get(""); break; case FightClassContionsType.MeIsFlying: info = Translate.Get(""); break; case FightClassContionsType.TargetIsFlying: info = Translate.Get(""); break; case FightClassContionsType.PetIsFlying: info = Translate.Get(""); break; case FightClassContionsType.RuneReadySlot1: info = Translate.Get(""); break; case FightClassContionsType.RuneReadySlot2: info = Translate.Get(""); break; case FightClassContionsType.RuneReadySlot3: info = Translate.Get(""); break; case FightClassContionsType.RuneReadySlot4: info = Translate.Get(""); break; case FightClassContionsType.RuneReadySlot5: info = Translate.Get(""); break; case FightClassContionsType.RuneReadySlot6: info = Translate.Get(""); break; case FightClassContionsType.MeInGroup: info = Translate.Get(""); break; case FightClassContionsType.IsFacing: info = Translate.Get(""); break; case FightClassContionsType.IsBehind: info = Translate.Get(""); break; case FightClassContionsType.CSharpCode: info = Translate.Get(""); break; case FightClassContionsType.ItemCount: info = Translate.Get(""); break; case FightClassContionsType.LuaScript: info = Translate.Get(""); break; case FightClassContionsType.BuffStack: info = Translate.Get(""); break; case FightClassContionsType.BuffStackTarget: info = Translate.Get(""); break; case FightClassContionsType.BuffStackPet: info = Translate.Get(""); break;
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Hello, Wait next update, I have added this option in tab "Security...".
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Hello, I'll don't add this feature, you have time to debuff when you wait in queue and wait than battleground start.
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Hello, Can you share your log file please (you can found it in "Logs" folder).
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Hello, To complete your NPC DB (of tab "Tools") you can, In "Advanced general settings..." tab "Other options" activate option "Automatically add in database the NPCs of loaded profiles". And like has say Seumas, if your profile don't contain NPC you need to add it in you profile or in NpcDB a vendors or repairs. You can also use "Tundra Mammoth" (activate this option in "advanced general settings") if you have this mount. Check also if you settings to sell/repair is good >
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Hello, since your post I have added in wrobot code more checks for npc state, I think that your problem is solved. If it is not solved, like have say creativextent blacklist mobs.
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Hello, since your post I have added in wrobot code more checks for npc state, I think that your problem is solved. If it is not solved, like have say creativextent blacklist mobs.
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Hello, I'll add this.
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Hello, Not directly, WRobot use recast/detour to get walkable zones and make path. But this is not 100% perfect. (you can found it in wrobot api in class: wManager.Wow.Helpers.PathFinder)