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knights

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Posts posted by knights

  1. Need some assistance in coding, I wish to use RunCode in Quester for the bottom

    For example I want to move to the NPC, "Lake Frog" to be exact.. ID = 33211

    So the location is not fixed. I stumbled across the below while going through the wManager resource. Any example? I am trying to complete "A Blade Fit for a Champion"

    but the issue would be the bot would not move to the Frog that it is blowing a kiss. How do I get the bot to move to the frog?

    The code below is for my RunCode

    while (!Quest.GetLogQuestIsComplete(13673))
    {
    ItemsManager.UseItem(44986);
    wManager.Wow.Helpers.Lua.RunMacroText("/tar Lake");
    wManager.Wow.Helpers.Lua.RunMacroText("/kiss");
    System.Threading.Thread.Sleep(10000); // wait 10 sec
    }
    

    able to use the below code?

    Quote

    wManager.Wow.Helpers.MovementManager.MoveTo(wManager.Wow.ObjectManager.WoWUnit)

    Thank you!

     

  2. I see what you meant. The portion about skinning is still there. The option that you hghlighted was to skin or mine or harvest mob. Which I could. Just do not want the skinning part. If the option is not on, the bot will not do anything else after looting.

  3. The option for the bot for skinning the mob is together with mining and harvesting. Is there a way to separate them? I've only have mining and it is quite time consuming and it is not right to see the bot standing in a pile of corpse trying to skin all the skinable mobs then moving off to the next spot.

    Thanks

  4. On 6/17/2016 at 0:26 AM, Droidz said:

    Hello, to clear target you can use lua code http://wowwiki.wikia.com/wiki/API_ClearTarget : 

    
    ClearTarget();

     

    Tried this but it doesn't seems to work. I would like to get the bot to clear the current target and find others instead.

     

    After using Iron Trap, the mob becomes untargetable but the bot still tries to attack it. With the ClearTarget, the bot just stays there waiting for it to disappear before searching for another target.

    Is there a clear last target memory for the wRobot?

  5. 6 hours ago, Runaro said:

    Let's say you have a sea which you want to avoid, simply set a blacklist coordinate at the middle of it and increase the radius of the blacklisted coordinate.

    Since the blacklist zone is a circle, it is going to look like this:

    c1L1I4M.png

    And here's an example for a cliff:

    RmVVu4p.png

     

    I hope this answered your question. :biggrin:

    Thank you! but how do I get the coordinates for the areas in Grim Batol? It keeps running off the edge to get to the other side... :mellow:

  6. May I ask how does the blacklist logic work? For example, if I want to prevent the movement manager to walk off a cliff or go into an area, where should I be blacklisting?

    Should I blacklist all the spots that marked X?

     

    Blacklist.png

  7. 15 hours ago, Fyuri13 said:

    How do you add what to kill on a FollowPath step?

    <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

  8. 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

  9. 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?

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