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Matenia

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Posts posted by Matenia

  1. UnitBuff looks like this in TBC

    local name, rank, iconTexture, count, duration, timeLeft =  UnitBuff(unit, buffIndex[, castable]);

    UnitDebuff looked like this:

    local name, rank, iconTexture, count, debuffType, duration, timeLeft  =  UnitDebuff(unitID, debuffIndex [, removable]);
    local buffNames = {
    	["Toxic Saliva"] = true,
    };
    
    for i=1,40 do 
    	local name, rank, iconTexture, count, debuffType, duration, timeLeft = UnitDebuff("player", i)
    	if (buffNames[name]) then
    		result=1
    		return;
    	end
    end

     

  2. It was added in patch 2.4.

    Events in Vanilla are as follows:

         SpellTimer_EnemyMain:RegisterEvent("CHAT_MSG_SPELL_HOSTILEPLAYER_DAMAGE")
    	 SpellTimer_EnemyMain:RegisterEvent("CHAT_MSG_SPELL_HOSTILEPLAYER_BUFF")	 
    	 SpellTimer_EnemyMain:RegisterEvent("CHAT_MSG_SPELL_PERIODIC_HOSTILEPLAYER_BUFFS")	
    	 SpellTimer_EnemyMain:RegisterEvent("CHAT_MSG_SPELL_PERIODIC_HOSTILEPLAYER_DAMAGE")	 	 
    	 SpellTimer_EnemyMain:RegisterEvent("CHAT_MSG_SPELL_PERIODIC_CREATURE_DAMAGE")
    	 SpellTimer_EnemyMain:RegisterEvent("CHAT_MSG_SPELL_PERIODIC_CREATURE_BUFFS")
    	 SpellTimer_EnemyMain:RegisterEvent("CHAT_MSG_SPELL_CREATURE_VS_CREATURE_DAMAGE")
    	 SpellTimer_EnemyMain:RegisterEvent("CHAT_MSG_SPELL_PERIODIC_CREATURE_DAMAGE")	
    	 SpellTimer_EnemyMain:RegisterEvent("CHAT_MSG_COMBAT_HOSTILE_DEATH")
    	 SpellTimer_EnemyMain:RegisterEvent("CHAT_MSG_SPELL_CREATURE_VS_CREATURE_BUFF")	 
    	 SpellTimer_EnemyMain:RegisterEvent("CHAT_MSG_SPELL_PERIODIC_HOSTILEPLAYER_DAMAGE")	 				
    	 SpellTimer_EnemyMain:RegisterEvent("CHAT_MSG_SPELL_BREAK_AURA")
    	 SpellTimer_EnemyMain:RegisterEvent("CHAT_MSG_SPELL_AURA_GONE_OTHER")
    	 SpellTimer_EnemyMain:RegisterEvent("CHAT_MSG_SPELL_PERIODIC_FRIENDLYPLAYER_DAMAGE")
         SpellTimer_EnemyMain:RegisterEvent("CHAT_MSG_SPELL_PERIODIC_FRIENDLYPLAYER_BUFFS")
         SpellTimer_EnemyMain:RegisterEvent("CHAT_MSG_SPELL_FRIENDLYPLAYER_DAMAGE")
         SpellTimer_EnemyMain:RegisterEvent("CHAT_MSG_SPELL_FRIENDLYPLAYER_BUFF")
         SpellTimer_EnemyMain:RegisterEvent("CHAT_MSG_SPELL_PARTY_DAMAGE")
         SpellTimer_EnemyMain:RegisterEvent("CHAT_MSG_SPELL_PERIODIC_PARTY_DAMAGE")
         SpellTimer_EnemyMain:UnregisterEvent("CHAT_MSG_SPELL_HOSTILEPLAYER_DAMAGE")
    	 SpellTimer_EnemyMain:UnregisterEvent("CHAT_MSG_SPELL_HOSTILEPLAYER_BUFF")	 
    	 SpellTimer_EnemyMain:UnregisterEvent("CHAT_MSG_SPELL_PERIODIC_HOSTILEPLAYER_BUFFS")	
    	 SpellTimer_EnemyMain:UnregisterEvent("CHAT_MSG_SPELL_PERIODIC_HOSTILEPLAYER_DAMAGE")	 	 
    	 SpellTimer_EnemyMain:UnregisterEvent("CHAT_MSG_SPELL_PERIODIC_CREATURE_DAMAGE")
    	 SpellTimer_EnemyMain:UnregisterEvent("CHAT_MSG_SPELL_PERIODIC_CREATURE_BUFFS")
    	 SpellTimer_EnemyMain:UnregisterEvent("CHAT_MSG_SPELL_CREATURE_VS_CREATURE_DAMAGE")
    	 SpellTimer_EnemyMain:UnregisterEvent("CHAT_MSG_SPELL_PERIODIC_CREATURE_DAMAGE")	 
    	 SpellTimer_EnemyMain:UnregisterEvent("CHAT_MSG_COMBAT_HOSTILE_DEATH")
    	 SpellTimer_EnemyMain:UnregisterEvent("PLAYER_REGEN_ENABLED")
    	 SpellTimer_EnemyMain:UnregisterEvent("CHAT_MSG_SPELL_CREATURE_VS_CREATURE_BUFF")
    	 SpellTimer_EnemyMain:UnregisterEvent("CHAT_MSG_SPELL_FRIENDLYPLAYER_DAMAGE")
    	 SpellTimer_EnemyMain:UnregisterEvent("CHAT_MSG_SPELL_FRIENDLYPLAYER_BUFF")
    	 SpellTimer_EnemyMain:UnregisterEvent("CHAT_MSG_SPELL_PERIODIC_FRIENDLYPLAYER_BUFFS")
    	 SpellTimer_EnemyMain:UnregisterEvent("CHAT_MSG_SPELL_PERIODIC_HOSTILEPLAYER_DAMAGE")
    	 SpellTimer_EnemyMain:UnregisterEvent("CHAT_MSG_SPELL_PERIODIC_FRIENDLYPLAYER_DAMAGE")	 
    	 SpellTimer_EnemyMain:UnregisterEvent("CHAT_MSG_SPELL_PARTY_DAMAGE")
    	 SpellTimer_EnemyMain:UnregisterEvent("CHAT_MSG_SPELL_PERIODIC_PARTY_DAMAGE")				
    	 SpellTimer_EnemyMain:UnregisterEvent("CHAT_MSG_SPELL_BREAK_AURA")
    	 SpellTimer_EnemyMain:UnregisterEvent("CHAT_MSG_SPELL_AURA_GONE_OTHER")

     

  3. Products.ProductStop();
    Products.LoadProducts(name);

    For changing between Quester and others. If you look at available functions in the .dll files, you'll find how to load a certain quester profile too, I'm sure.

    As for stopping combat:

    wManager.Wow.Helpers.Fight.StopFight();

     

  4. Hey,

    I am currently building a 1-70 MoP 5.4.8 questing profile and large parts are already working. However, while I had to create some workarounds for a few quests, I am stuck with one that doesn't seem to work at all. 

    Items just aren't recognized by the quest profile builder (and if I add them manually, the bot does not find and gather them).

    Ingame view:
    dHsRbEE.png

    D27p21S.png


    8mFlFxC.png

     

    This happens only with the items "Informational Pamphlet" and "Secret Journal". As I was trying to fix the quest, the bot actually randomly looted Secret Journal once. I almost suspect this is a bug, but if anyone can point me towards a work around, or @Droidz could fix it, that would be awesome.

    Edit: It seems to be a problem with "units near target" setting. Does anyone have a workaround (set it to 7+ if HasQuest(x))?

  5. These realms are generally dead. Nobody plays on them and they're not the kind that anyone takes seriously. As such, you won't find any fightclasses for those realms. Especially since all of them work differently.

    If you know how your class works, you'll find that without any coding skills, it's extremely easy to use the FightClass Editor to make your character do what you want it to.

  6. Some of these are regular problems with fightclasses, I believe. Or maybe non-intuitive design.

    I've found that settings spells for ANY of your timers will just bug out and you'll have a large wait time between spells for some reason.

    When blacklisting, you don't need to blacklist a single target, but rather open your blacklist and add the mob type, otherwise it specifically only avoids those with the GUID your target had.

  7. Due to the MoP client continously breaking, I am looking for ways to reliably do a ReloadUI() to fix it, as a work around.

    Unfortunately, when this occurs, sometimes my pet is enough to kill my targets, and the bot never dies. So a simple reload after dying isn't enough.

    Therefore I'm looking for a more reliable way. One idea is to execute the Lua code, if combat has been going on for 5+ seconds, and no spell has been cast by the bot.
    I wish there was a more reliable way, but I haven't really noticed anything, except that when I restart the bot without reloading the UI, it will say that all movement keys are unbound.

    Any help (like code examples) is appreciated.

  8. Is there any easy way, using the Fightclass Editor use crowd control on a second target, should I be pulling 2 or 3 by accident?

    Without doing this programmatically in C#? I do know C#, but I am admittedly a bit too lazy to learn the API. Instead I'd just like to create a few simple fightclasses for MoP leveling, as the ones I've found are rather bad.

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