-
[WOTLK] Raid group info
Thanks I modified my version above and will test it later.
-
[WOTLK] Raid group info
Thanks for your anwer. I'm currently using public static int? GetGroupNumber(this WoWUnit instance) { // Create lua command string luaCommand = $@"for i = 1, GetNumRaidMembers() do name, rank, groupNumber = GetRaidRosterInfo(i); if(name == '{instance.Name}') then return groupNumber; end end "; // Get index number of the unit int result = Framelock.Lock(() => { // Return return Lua.LuaDoString<int>(command: luaCommand); }); // Failed? if (result == 0) { // Return return null; } // Return return result; } But I will compare both methods and check what performs better.
-
[WOTLK] Raid group info
Hi everyone, is there a efficent way to get the raid group number of a raid member or the whole raid?
-
Change pause key
ALT + X = Pause ALT + C = Stop the product If you already knew them forget my answer ?
-
-
-
[WOTLK] Functions seems not to work properly
Thanks like always... was my fault. You can close this bug request. 1. GetBuff(spellName: "") => Works, I took the ingame name but the english name was requiered. 2. HaveBuff works now for some reasons... no clue may I was testing at a dummy. The ObjectManager.Target works way better, thanks for that hint.
-
[WOTLK] Functions seems not to work properly
ObjectManager.Me.TargetObject.GetBuff("BuffName"); Always returns a invalid aura ObjectManager.Me.TargetObject.HaveBuff(id) Always returns false. With Ids array it is is working but it takes 200ms more to circle through it which kills my fight class performance. Are the auren updated in each objectmanager update cycle or just by calling one of the buff functions? Greez iMod
-
Snippets C# codes for Fight Classes
UnitExtension: /// <summary> /// Gets the units around our unit in the given range. /// </summary> /// <param name="range">The range we are looking in.</param> /// <param name="objectType">The object type we are looking for.</param> /// <returns>Returns a list of units if we found one, otherwise a empty list.</returns> public static IEnumerable<WoWUnit> GetAttackableUnits(this WoWUnit instance, int range, WoWObjectType objectType = WoWObjectType.Unit) { // Get units IEnumerable<WoWUnit> results = ObjectManager.GetObjectWoWUnit().Where(u => u.Type == objectType && u.IsAlive && u.MaxHealth > 500 && (u.Position.DistanceTo2D(instance.Position) <= range) && u.IsAttackable && !TraceLine.TraceLineGo(u.Position)); // Return return results; } Sample: bool useSwipe = (ObjectManager.Me.GetAttackableUnits(5).Count() >= 3);
-
-
-
-
Movement Speed in Travel Form while in combat
Take a look at "ObjectManager.Me.SpeedMoving"
-
-
Snippets C# codes for Fight Classes
WoWUnit Extension "IsAutoAttacking" (WOTLK) /// <summary> /// Gets the flag if the unit is auto attacking. /// </summary> /// <returns>Returns true if the unit is auto attacking, otherwise false.</returns> public static bool IsAutoAttacking(this WoWUnit instance) { // Read bool result = Memory.WowMemory.Memory.ReadBoolean(address: instance.GetBaseAddress + (uint)0xA20); // Return return result; } I'm not sure about the other extension offsets.
- [Wotlk][Source] GetSpecialization
-
[Wotlk][Source] GetSpecialization
Nice to see some progress even on that pc of old code ;) One thing i don't understand is how can it be more accurate if you still loop over the tabs and take the one with the highes points? Is is because you read out the name? If so how about multi language can that cause some issues? I know its just a sample code but you may should check if its not a priest because you don't got any else block. (2cents)
-
-
Calling for developers and testers
You also had to pay if you want a good rotation thats why they implemented the buddy store. The quest profiles where made by a guy who got paid for it. I would not call it directly "free".
-
-
[TAURI] Wrobot detected
Are you using their client? I'm using the original one.
-
-
[TAURI] Wrobot detected
i'm level 30+ now using wrotation without ban.
-
-
Key press lua, cant get it to work
Ah damn, yeah i remember that issue with the dummies.