
MrBottie
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Everything posted by MrBottie
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I tested some heroic and LFR healing with it on my resto... First thing I deleted was the efflorescence in the profile as I think it made some weird choices with it. I prefer to cast it manually. Another thing I noticed is that it casts barkskin while everyone is almost at full health... Maybe it's because of this: if (ObjectManager.Me.ManaPercentage <= RestoSettings.CurrentSetting.Barkskin) { SpellManager.CastSpellByNameOn(_barkskin.Name, ObjectManager.Me.Name); Logging.WriteFight(_barkskin.Name + " on " + ObjectManager.Me.Name); return true; } Me.ManaPercentage ?? Think this should be a health check iso mana check, no? I'll keep on testing, thanks for this profile pasterke <3
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I just want to know if it's possible to integrate the Time To Die LUA functions above in C# And if so... how? :)
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I know you can do this to retrieve a bool or a string or whatever you want but it's a bit more complicated than that
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Hey all, Just want to know if it's possible to implement the lua code below into C# fight class and if it's possible, I want to know how to do it. Basically, I want to know the calculated "Time To Die" of my target. Lua Example https://github.com/BadBoy-Ultimate-Raider/BadBoy/blob/39eb9363599d3679bef5500ee5644877f350b9ce/System/engines/ttdTable.lua Thx in advance
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if (t.Any()) { int count = 0; int tel = 0; if (getPartyMembers().Count() > 5) tel = 5; if (getPartyMembers().Count() < 6) tel = 3; if (tel >= count) { SpellManager.CastSpellByNameLUA(_essenceOfGhanir.Name); Logging.WriteFight(_essenceOfGhanir.Name); return true; } } @Pasterke don't you always get in the if (tel>=count) condition this way? It seems like tel will always be 3 or 5 and bigger than count which is set to 0? ...Or I'm missing something :-)
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API GetCurrentMapContinent continent = GetCurrentMapContinent() -1 - if showing the cosmic map or a Battleground map. Also when showing The Scarlet Enclave, the Death Knights' starting area. 0 - if showing the entire world of Azeroth 1 - if showing Kalimdor, or a zone map within it. 2 - if showing Eastern Kingdoms, or a zone map within it. 3 - if showing Outland, or a zone map within it. 4 - if showing Northrend, or a zone map within it. 5 - if showing the Maelstrom, or a zone map within it (such as Kezan or the Lost Isles.) 6 - if showing Pandaria, or a zone map within it. 7 - if showing Draenor, or a zone map within it. 8 - if showing the Broken Isles, or a zone map within it.
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Wrotation - wont atack heart on EN Il'gynoth
MrBottie replied to Darkscarletz's topic in WRotation assistance
Any news on this one? I had the same problem in Halls of Lightning. Before the last boss you have to talk to some friendly NPC's that become "attackable" afterwards... Bot didn't attack them. -
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Still busy with it but I only raid Assas at the moment as they nerfed outlaw too much :-)
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Not to mention his great google translate copy paste style!
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They stealthy changed the travel form mechanics of druids in this patch... Maybe a solution for now? In advanced settings --> Mount Options --> Ignore Fighting if in Ground Mount
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How do you guys test/tweak the healing class? Proving grounds or just in dungeon/raids? :)
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C# - Target lowest health in range after target is dead
MrBottie replied to MrBottie's topic in Developers assistance
private readonly Spell MarkedforDeath = new Spell("Marked for Death"); States = new List<State> { ... new SpellState("Marked for Death", 23, context => testMarkForDeath() == 1, false, true, false, false, false, false, false, false, 0, true, false, false, false, false, false, wManager.Wow.Helpers.FightClassCreator.YesNoAuto.Yes, "Combopoints Instant (Talent)", "none", true, true, false), ... } public int testMarkForDeath() { int mfd = 0; Logging.WriteFight("MFD TEST"); if (ObjectManager.Me.TargetObject.IsDead && MarkedforDeath.IsSpellUsable && ObjectManager.Me.HaveBuff("Blade Flurry")) { // Settings int range = 10; WoWObjectType objectType = WoWObjectType.Unit; // Get target WoWUnit unit = ObjectManager.GetWoWUnitHostile().OrderBy(o => o.HealthPercent).FirstOrDefault(u => u.Type == objectType && u.IsAlive && (u.GetDistance <= range) && u.IsAttackable); if (unit != null) { Logging.WriteFight("AOE UNIT FOUND"); Interact.InteractGameObject(unit.GetBaseAddress); } mfd = 1; } return mfd; } Can you tell me why it's not doing what I want? :) So when I'm doing AOE damage I want it to target the lowest Health mob of the pack and put MFD on his head when it's available... -
C# - Target lowest health in range after target is dead
MrBottie replied to MrBottie's topic in Developers assistance
Not entirely sure how to add this in my spellstate list in C#... Last time i used Interact.InteractGameObject(unit.GetBaseAddress, true); and this crashed the game :-( -
Can this be nominated for douchebag post of the year? It'll get my vote for sure!
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Maybe you can deal with vanish based on this api return? inInstance, instanceType = IsInInstance() inInstance Boolean - Whether the player is in an instance; nil otherwise. instanceType String - The instance type: "none" when outside an instance "pvp" when in a battleground "arena" when in an arena "party" when in a 5-man instance "raid" when in a raid instance nil when in an unknown kind of instance, eg. in a scenario
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Thanks, seems clear to me now... my journey to create the ultimate outlaw rogue profile continues!
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But how to do it in realtime? I want some kind of "debug" result when I target something, I want to write the unitlevel to the log for example :) About the interrupts, it's only possible with LUA code? I'm trying to tweak your Rogue Outlaw profile to get It raid ready (love it)
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Hi there, Im currently testing some fight classes and creating/modifiying new/old ones. It's all going fine but I have some questions... Interrupts When I add an interupt condition (enemy is casting or check if it can be interrupted), the wrotation is fast as lightning and sometimes interrupts the cast within half a second. To make it look more "humanized", I want to add a small delay (an extra 0.5 sec for example). Is this possible? Ingame Debug/Test For example, I want to know the current target's level and distance. How can I use the developer tools to see this on the fly? Thanks in advance! Love this piece of software! <3