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knights

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Everything posted by knights

  1. casting on self. Perhaps like casting garrison on mob, or cast a HoT before combat
  2. <EasyQuest> <Name>KillAll</Name> <QuestId /> <QuestType>KillAndLoot</QuestType> <QuestClass xsi:type="KillAndLootEasyQuestClass"> <HotSpots> <Vector3 X="-4901.532" Y="-4221.89" Z="827.7637" /> </HotSpots> <EntryIdObjects> <int>47161</int> <int>45699</int> <int>45700</int> </EntryIdObjects> </QuestClass> <ObjectiveCount1>0</ObjectiveCount1> <ObjectiveCount2>0</ObjectiveCount2> <ObjectiveCount3>0</ObjectiveCount3> <ObjectiveCount4>0</ObjectiveCount4> <ObjectiveCount5>0</ObjectiveCount5> <AutoDetectObjectiveCount1>false</AutoDetectObjectiveCount1> <AutoDetectObjectiveCount2>false</AutoDetectObjectiveCount2> <AutoDetectObjectiveCount3>false</AutoDetectObjectiveCount3> <AutoDetectObjectiveCount4>false</AutoDetectObjectiveCount4> <AutoDetectObjectiveCount5>false</AutoDetectObjectiveCount5> <CanCondition /> <IsCompleteCondition /> <RepeatableQuest>false</RepeatableQuest> <NotRequiredInQuestLog>true</NotRequiredInQuestLog> <PickUpQuestOnItem>false</PickUpQuestOnItem> <PickUpQuestOnItemID>0</PickUpQuestOnItemID> <Comment /> <GossipOptionRewardItem>1</GossipOptionRewardItem> <RequiredQuest>0</RequiredQuest> <MaxLevel>100</MaxLevel> <MinLevel>0</MinLevel> <WoWClass>None</WoWClass> </EasyQuest> Try this
  3. is there a way to cast spell in a quester profile? Tried the code below but it does not seems to work <EasyQuest> <Name>CastReju</Name> <QuestId /> <QuestType>InteractWithNpc</QuestType> <QuestClass xsi:type="InteractWithNpcEasyQuestClass"> <HotSpots /> <GossipOptionNpcInteractWith /> <Macro>CastSpell(774, "spell");</Macro> <IgnoreIfDead>false</IgnoreIfDead> <EntryIdTarget /> <Range /> </QuestClass> <ObjectiveCount1>0</ObjectiveCount1> <ObjectiveCount2>0</ObjectiveCount2> <ObjectiveCount3>0</ObjectiveCount3> <ObjectiveCount4>0</ObjectiveCount4> <ObjectiveCount5>0</ObjectiveCount5> <AutoDetectObjectiveCount1>false</AutoDetectObjectiveCount1> <AutoDetectObjectiveCount2>false</AutoDetectObjectiveCount2> <AutoDetectObjectiveCount3>false</AutoDetectObjectiveCount3> <AutoDetectObjectiveCount4>false</AutoDetectObjectiveCount4> <AutoDetectObjectiveCount5>false</AutoDetectObjectiveCount5> <CanCondition /> <IsCompleteCondition /> <RepeatableQuest>false</RepeatableQuest> <NotRequiredInQuestLog>true</NotRequiredInQuestLog> <PickUpQuestOnItem>false</PickUpQuestOnItem> <PickUpQuestOnItemID>0</PickUpQuestOnItemID> <Comment /> <GossipOptionRewardItem>1</GossipOptionRewardItem> <RequiredQuest>0</RequiredQuest> <MaxLevel>100</MaxLevel> <MinLevel>0</MinLevel> <WoWClass>None</WoWClass> </EasyQuest> Thank you
  4. I've noticed that the bot do not always complete the path. for example, the bot does not move towards the last vector for it to complete the pulse. It will be waiting at the 2nd last vector and I have to manually move it forward so that it could continue with the next action. Anyway to solve this pathing issue?
  5. [D] 18:56:48 - [Quester] RunCode[18]: wManager.wManagerSetting.CurrentSetting.UsePathsFinder = false; [D] 18:56:48 - [Quester] RunCode[19]: wManager.wManagerSetting.CurrentSetting.BlackListIfNotCompletePath = false; [D] 18:56:49 - [Quester] New step (20): ReturnToStart>Pulse [N] 18:56:51 - [MovementManager] Think we are stuck [N] 18:56:51 - [MovementManager] Trying something funny, hang on [N] 18:56:52 - [MovementManager] Think we are stuck [N] 18:56:52 - [MovementManager] Trying something funny, hang on [N] 18:56:54 - [MovementManager] Report navmesh poly to avoid it Hmm. it happen again... I should submit a bug report?
  6. Thank you. Will update if it is still having the issue..
  7. Thank you Droidz.. Have another question, what does "[MovementManager] Report navmesh poly to avoid it" means? I have a followpath profile but sometimes it does this and tries to find its own way which results in undesirable outcome.
  8. Path finding in dungeons are quite erratic, anyway to have a code to disable them? Something like the below? <QuestsSorted Action="RunCode" NameClass="wManager.wManagerSetting.CurrentSetting.UsePath = false;" /> Thank you Regards
  9. anyone had an issue with the bot unable to turn in the first quest?
  10. After using the program for a few days, the bot will choose its target and move towards it. It will ignore all other hostiles that it pulled during the way. Anyway to make the bot change the target to those attacking the bot first?
  11. Nice work, had a minor problem in adding white list. Error msg "Constructor on type 'System.String' not found"
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