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iMod

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Posts posted by iMod

  1. 4 hours ago, tolwin said:

    boahr krass... vielen dank für die hilfe, wenn heute abend die kinder im bett sind werd ich mir das mal genauer anschauen.

     

    eine frage noch wie stell ich dann tränke wie heil und manatrank ein ? 

    Ich bin wie gesagt nicht so der Held in Sachen Editor ^_^ aber rein theoretisch einfach use item -> dazu brauchst du dann die item ID und dann condition wenn mana kleiner als 50. Kann auch sein das du das alles unter generell settings findest und es schon alles drin ist.

  2. Du denkst da glaube ich noch ein wenig falsch. Du musst dir das so vorstellen das essen ist auch nur ein "Skill" und die Liste wird einfach von oben nach unten durchgelaufen und schaut ob die Konditionen "true" ergeben oder nicht. Wenn true dann mach und wenn nicht geh zum nächsten in der skill liste.

    Was du also brauchst ist das benutzen von items(deinem essen / trinken) Du kannst das essen ect auch unter den Generell Settings einstellen und musst es nicht in deiner Routine machen. Dort musst du nur das herstellen abwickeln.

    Das er sich nicht heilt wird wahrscheinlich daran liegen das du in dem Heilskill nicht angegeben hast das er ihn auch benutzen soll wenn er nicht im Kampf ist(Siehe oben in SpellSettings)

  3. Dann gleich mal ein Tipp: Versuch am besten anhand der Tutorials eine eigenen Routine mit dem FightClass Editor zu erstellen, das bringt dir ein wenig Verständnis wie das ganze funktioniert.
    Fragen an sich versuche ich gerne zu beantworten, allerdings nur bedingt, weil ich selber den Editor nicht benutze, aber eine persönliche Erklärung bleibt leider aus. Dafuer haben wir hier in der Tutorial Sektion ganz tolle Video Tutorials, die das ganze beschreiben. Wenn ich mich nicht irre gibt es auch ein Plugin das sollch dinge löst.

    Ansonsten willkommen im forum ;)

  4. 58 minutes ago, tolwin said:

    moin,

    ich habe da ein prob.... :) 

    ich lasse den bot laufen mit entsprechendem profil aber der sack stellt nach jedem pull munter trinken her und müllt mir so das inventar zu. ich habe versucht das prob selber zu lösen nur leider nix finden können. wer kann mir bei der sache helfen ? :) 

     

     

    gruß

    Interessant wäre wie du es momentan löst. Im grunde musst du nur die richtige condition haben. Ex: ItemCount(id) < 20 ... stelle was her. Ich gehe mal davon aus das du den FightClassEditor benutzt, da kenn ich mich leider nicht so gut aus aber in C# wäre das über den ItemManager zu realisieren.

  5. On 27.1.2017 at 4:07 PM, Doobie said:

    Is the fight class creator open source? I am at school alot on my mac so I cant work on my projects for this bot. Any chance the fight class creator is open source? Would possibly be interested porting it to a web application.

     

    For what do you need some source? Where are your problems?

  6. 23 hours ago, hansii said:

    What shit are you talking about you fools.

    I downloaded this type of shit bot and tested the wrotation profile for 10 minutes.

    The next morning i got an emailed which banned me for 6 months.

    You dumbasses This bot is the most shit ever seen.

    HB never got me banned in 5 years.

    Layer 8 issue. I bet you earned the ban from hb and after you bought wrobot they threw the bannhammer.

  7. 24 minutes ago, forerun said:

    Ok. Go to a city with a disco priest. Take a name of anyplayer around with afk write Lua.DoString("CastSpellById(17,\"THATPLAYERNAME\")") and look what will happen ( 17 is power world : shield ). You will cast it on yourself. Always with your snippet the situation is identical. Alawys on self but if in party then ok.

    Second thing using that example for object manager iteration:

     

       if (!ObjectManager.Me.IsDead && Party.IsInGroup() && !Usefuls.IsLoadingOrConnecting && Usefuls.InGame)
                    {
                        foreach (var playerGuid in Party.GetPartyGUID())
                        {
                            if (playerGuid > 0)
                            {
                                var p = new WoWPlayer(0);
                                var obj = ObjectManager.GetObjectByGuid(playerGuid);
                                if (obj.IsValid && obj.Type == WoWObjectType.Player)
                                {
                                    p = new WoWPlayer(obj.GetBaseAddress);
                                }
                                if (p.IsValid && !p.IsDead)
                                {

                                       Logging.Write(p.name);

                                }

    }

    }

    That p.name sometimes return value Unknown instead of player name all other values are correct.

     

     

     

    Well i'm using a bit different method. I'm searching the player object first, validate it and using its name, works fine for me without party.

    This is the way I use to cast a heal spell:

            /// <summary>
            /// Cast a heal
            /// </summary>
            /// <param name="spell">The heal you want to cast</param>
            /// <param name="target">The target you want to heal</param>
            /// <param name="healthProcent">The health procent we want to heal</param>
            /// <param name="canMove">Indicates if we are able to move</param>
            /// <param name="buffTimeLeft">Recast if buff is under the given time</param>
            /// <param name="stacks">How much stacks you want at the target</param>
            /// <param name="debuff">The debuff we are looking for</param>
            /// <param name="owner">Flag that determines if we need to be the owner</param>
            /// <returns>Returns true if we can cast the spell otherwise false</returns>
            public static bool CastHeal(Spell spell, WoWUnit target, int healthProcent = 100, bool canMove = true, double buffTimeLeft = 0, int stacks = 0, Spell debuff = null, bool owner = true)
            {
                // Check if the spell is known
                if (!IsSpellKnown(spell))
                {
                    // Skip
                    return false;
                }
    
                // Need heal?
                if (target.HealthPercent > healthProcent)
                {
                    // Skip
                    return false;
                }
    
                // Are we allowed to move?
                if (ObjectManager.Me.GetMove == true && !canMove)
                {
                    // Skip
                    return false;
                }
    
                // Wait until global cooldown is done
                Thread.Sleep(SpellManager.GlobalCooldownTimeLeft());
    
                // Check if buff exists
                bool hasDebuff;
                if (debuff != null)
                {
                    hasDebuff = Functions.HasBuff(debuff, target, buffTimeLeft, stacks, owner);
                }
                else
                {
                    hasDebuff = Functions.HasBuff(spell, target, buffTimeLeft, stacks, owner);
                }
    
                // Validate spell
                if (!ObjectManager.Me.IsStunned && !ObjectManager.Me.IsDead && !ObjectManager.Me.IsCast && !target.IsDead && spell.IsSpellUsable && spell.IsDistanceGood && !hasDebuff && !TraceLine.TraceLineGo(target.Position))
                {
                    if (target.Guid == ObjectManager.Me.Guid)
                    {
                        // Cast on self
                        Lua.LuaDoString($"CastSpellByID({spell.Id}, \"player\")");
                    }
                    else
                    {
                        // Cast on target
                        Lua.LuaDoString($"CastSpellByID({spell.Id}, \"{target.Name}\")");
                    }
    
                    // Log
                    Logging.WriteDebug($"Cast: {spell.NameInGame}");
    
                    // Return
                    return true;
                }
    
                // Return
                return false;
            }

    You need to find another way for spell.IsDistanceGood to validate the distance since we don't have a target.

    To get the party member I'm using

    Party.GetPartyHomeAndInstance().Where(p => p.Type == WoWObjectType.Player)

    May its a way that works for you.

  8. 1 hour ago, forerun said:

    Ok thank you for answer that method is working - you don't need a target but you must be in party otherwise it  will not work. Second question - sometimes object manager don't have access to name field? The result name is Unknown despite all other values are correct and visible . How to get rid of that Unknown thing without lua guid comparasion ( because it's eating resources like crazy )

    You don't need to be in a party the only thing you need is a valid WoWUnit/Player object.
    No clue about your other problem never had such issue.

  9. 3 hours ago, testingz said:

    Just kicked 2 of my clients:

    
    [E] 15:33:45 - sdfqbgsd gf fd fsdg#1: System.Net.WebException: Unable to connect to the remote server ---> System.Net.Sockets.SocketException: Ein Verbindungsversuch ist fehlgeschlagen, da die Gegenstelle nach einer bestimmten Zeitspanne nicht richtig reagiert hat, oder die hergestellte Verbindung war fehlerhaft, da der verbundene Host nicht reagiert hat 94.23.205.186:80
       at System.Net.Sockets.Socket.DoConnect(EndPoint endPointSnapshot, SocketAddress socketAddress)
       at System.Net.ServicePoint.ConnectSocketInternal(Boolean connectFailure, Socket s4, Socket s6, Socket& socket, IPAddress& address, ConnectSocketState state, IAsyncResult asyncResult, Exception& exception)
       --- End of inner exception stack trace ---
       at System.Net.HttpWebRequest.GetRequestStream(TransportContext& context)
       at System.Net.HttpWebRequest.GetRequestStream()
       at authManager.LoginServer.‪‌‍‪‫‭‫‫‫‬‍‏‌‍‌‫‭‎‌‍‬‌‫‪‎‮(String , String , Boolean )
    
    [E] 15:33:45 -  dfsg gfds gfds#2: Unable to connect to the remote server
    
    [E] 15:34:43 - sdfqbgsd gf fd fsdg#1: System.Net.WebException: The remote name could not be resolved: 'wrobot.eu'
       at System.Net.HttpWebRequest.GetRequestStream(TransportContext& context)
       at System.Net.HttpWebRequest.GetRequestStream()
       at authManager.LoginServer.‪‌‍‪‫‭‫‫‫‬‍‏‌‍‌‫‭‎‌‍‬‌‫‪‎‮(String , String , Boolean )
    
    [E] 15:34:43 -  dfsg gfds gfds#2: The remote name could not be resolved: 'wrobot.eu'
    
    [E] 15:35:38 -  dfsg gfds gfds#2: The remote server returned an error: (400) Bad Request.
    
    [E] 15:36:33 -  dfsg gfds gfds#2: The remote server returned an error: (400) Bad Request.
    
    [E] 15:37:28 -  dfsg gfds gfds#2: The remote server returned an error: (400) Bad Request.
    
    [E] 15:38:23 -  dfsg gfds gfds#2: The remote server returned an error: (400) Bad Request.


    I can use the same gathering profile with 2 keys / clients, can I?

    You dont need 2 Keys from the same IP.  It Looks Like the bot had Problems to Connect to the auch Server. 

  10. On 6.2.2017 at 8:05 AM, forerun said:

    Hi is this possible to cast spell on player without targeting that player before? There was many pqr profiles for ( healing ones ) which was casting all healing spells on friendly target without taking the target slot. It was easy to reproduce using wow plus hack ( for example ) on cata doing simple thing like CastSpellByName("Flash Heal",target.guid) where the target guid is not blizzard crap ( "target","player","pet" etc ) but numerical value of guid ( 123423423423 ) or maybe memory adress of the target player structure anyway it was working , and this is also working too on pqr so is that possible on wrobot to? Now I must find the target, check hp, target it, cast spell. But without that interaction thing is that possible?

    Yes it is possible

                    if (target.Guid == ObjectManager.Me.Guid)
                    {
                        // Cast on self
                        Lua.LuaDoString($"CastSpellByID({spell.Id}, \"player\")");
                    }
                    else
                    {
                        // Cast on target
                        Lua.LuaDoString($"CastSpellByID({spell.Id}, \"{target.Name}\")");
                    }

     

  11. 7 minutes ago, yy2080 said:

    how to disable and enable combat behavior in the plugin? Like the same code "TreeRoot.Pause()/Resume()" in honorbuddy. Thank you.

    Those are hb functions that could be implemented into your figth class for example. Has nothing todo with this plugin. Alt+X would stop the whole routine plus plugin if you are looking for such stuff.

  12. 1 minute ago, Doobie said:

    @iMod So what is cast time actually doing and what is Timer doing.

     

    
    SliceandDiceTimer = new Timer(1000 * 36);

    I guess what I am asking is what is the difference between Spell.CastTime and Timer? And how would you use them together in a good fashion. 

    Cast time should give you the time you need to cast, but i never used it. Timer is just a .net class nothing special. you can use it to make sure that you dont cast a spell until the timer countdown is done for example.

  13. 11 minutes ago, testingz said:

    Title, is this possible? I have a good honorbuddy plugin and I want to use it in Wrobot. All .cs data but gets errors when trying to activate in wrobot... How-to?

    Sure it is possible if you understand C# otherwise you need someone who does and will change it for you. The how-to would be a book like "learning c#".

    BTW: There is an error won't help anyone.

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