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Marsbar

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Everything posted by Marsbar

  1. I created a small diagnostics plugin that should log some additional stuff when it's in its regeneration state, can you run this? It's in cs format so you can open it in notepad if you're interested in what it's doing. Removed the diagnostics plugin because of a bad while loop
  2. nvm as I was writing this stuff i checked your log again and saw you have a space after your drink name scratch that i got over excited.
  3. ^ can you elaborate? As in sometimes it does drink or sometimes it just sits there and waits for mana? Couple of things you could try: Disable "Search in bag for best food/drink item available." Changing a setting that I don't seem to see in the GUI called SkipRegenIfFlaggedInCombat, it's set to true in your log but I have no idea what it actually does (so maybe ignore this one). You can set it to false by going into the development tools and running (set it to c#) wManager.wManagerSetting.CurrentSetting.SkipRegenIfFlaggedInCombat=false; Guidance on devtools can be found here. Make sure to check if you have your exact current drink using the dev tools var haveCurrentDrink = Bag.GetBagItem().Select(x => x.Name).Contains(wManager.wManagerSetting.CurrentSetting.DrinkName); robotManager.Helpful.Var.SetVar("dbgOutput", haveCurrentDrink); it will return true if you have the drink that you set in the settings in your inventory.
  4. Nvm, just read your log file, it goes into the regen state (waits for your % to be what your set) but doesn't drink, correct?
  5. What are your food and drink settings? As a test set the minimum % on drink to something like 80% and max to 100% This means it should drink after any fight where its mana is below 80%.
  6. Yes that's correct. You could however also edit the fightclass (using the fightclass editor) and add a condition on the revive pet spell to only be cast when you're above level 10. There are some tutorials on how to do this in the tutorial section eg. https://wrobot.eu/forums/topic/3560-fight-class-tutorial-video/
  7. Does it say anything in the WRobot log while this behaviour is happening?
  8. Hi mate, I'm not 100% sure what you're talking about so can you confirm a few things? What expansion are you playing on? When you mean class profile are you talking about a FightClass? What fightclass are you using? Your own or one from the downloads section? What Product are you using? (grinder/quester/automation etc) Are you using plugins? They can interfere with movement.
  9. Quite simple at the moment but will potentially expand on this: https://marsbars.gitlab.io/unoffical-wrobot-api-docs/articles/plugin.html
  10. I'm going to slowly start adding small code snippets / tutorials to this eg. https://marsbars.gitlab.io/unoffical-wrobot-api-docs/articles/plugin.html Let me know if you spot anything wrong with it or have suggestions on what to add.
  11. Hi! There are often questions regarding the wrobot api and what functions it has, generally you're told to either decompile the dlls or reference them in your visual studio project and use the object browser. Some people only want to know a certain function name and don't wish to go into the deeper realms of development. There isn't a resource they can use to obtain that info without some effort on their part, that's hopefully where this site I generated will come in handy: Unofficial WRobot API Docs It was created by decompiling the vanilla wmanager and robotmanager dlls and generating an api web template using docfx. Currently it doesn't give you anything more than you'd have by decompiling the dlls yourself but I'm hoping to update this with method, property, constructer etc. descriptions and potentially basic code snippets for a better understanding of the wrobot api. If you're interested in contributing let me know and I can add you to the gitlab project (sorry if you don't like gitlab but it was quick and easy with free private repos).
  12. Impossible? No. You could offset each waypoint programmatically, if this truly is the detection method the smoothmove plugin would alter this.
  13. When it happens check your blacklist? May have blacklisted it in that session
  14. Could use a function like this: private static WoWUnit InterruptableUnit(float distance) { return ObjectManager.GetWoWUnitAttackables(distance).Where(x => x.InCombat && x.HasTarget && x.IsCast && x.CanInterruptCasting && (((x.CastingTimeLeft / 1000) / x.CastingSpell.CastTime) * 100) < 70 && !MarsWrathEnhancerShamanSetting.CurrentSetting.DontInterruptList.Any(ObjectManager.Target.CastingSpell.Name.Contains) && !TraceLine.TraceLineGo(ObjectManager.Me.Position, x.Position, CGWorldFrameHitFlags.HitTestSpellLoS)).OrderBy(x => x.GetDistance).FirstOrDefault(); } and implement it it similar to this: if (InterruptableUnit(20f) != null && WindShear.IsSpellUsable && WindShear.KnownSpell) { ObjectManager.Me.FocusGuid = InterruptableUnit(20f).Guid; WindShear.Launch(false, true, false, "focus"); return; } There are obviously things you'd need to change but the first function would check if there are any interruptable targets within a certain distance where there spell cast is above 70% completion. The second bit of code is what you would have in the combat rotation. It assigns the WoWUnit found by the function to your focus and the launches the spell on your focus target.
  15. by yourself in a dungeon? sketchy. What dungeon out of interest? And were you farming mobs or doing something like fishing?
  16. Ah okay so the way to go about it would be to start/reset a timer (couple of seconds shorter than the debuff duration) on each application of sunder and the condition to be timer.IsReady && BuffStack == 5
  17. Does ObjectManager.Target.BuffStack not work? I have a prot warr fightclass which used to have this working (can't 100% remember how), however the person said the stacks don't actually matter because sunder is actually just a rage aggro builder as well so it's used as a filler.
  18. Well, what's your end goal? What are you trying to achieve with Lua?
  19. Version 1.0.0

    128 downloads

    This plugin shows an ingame button which you can press for your char to move back to your corpse without accepting the ressurection. The button should only show if you're dead. Disclaimer: This is pretty poorly written as I don't know how to properly interact with ingame addon events, so if you do have a look inside the .cs file.. forgive me. I used the WhatsGoingOn plugin as a base to start this from so cheers @Matenia.
  20. Sure, thanks and no worries. I wanna find out what I'm missing lol.
  21. No, it's encrypted so it goes off to get the code. Just uploaded one more version before I'm lost, could you retest?
  22. Yes, thats correct. Still getting the error?
  23. Just uploaded another version, can you test that one? I cannot replicate this issue.
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