EndUser
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Posts posted by EndUser
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Hello, I have my fightclass rotation target party members and cast instant spells on them, however, when moving it stops movement to cast. I've set it to can move during cast. It appears to be due to targeting a party member.
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Hi, is there a way to have smooth turns when moving? For example, instead of instantly turning on the spot, how about it has a radius to turn around when moving? It would make following a route appear more natural.
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I know it's not optimal, but I got it to work with this now:
<LuaScript>m=0;
w=f;
local SpellName = GetSpellInfo("Rejuvenation")
for i=nps,npe do
if i==0 then
tt="player"
else
tt=t..i
end;
ue=UnitExists(tt) print(ue)
isir=IsSpellInRange(SpellName,tt) print(isir)
uidog=UnitIsDeadOrGhost(tt) print(uidog)
ub=UnitBuff(tt,SpellName,nil,"PLAYER") print(ub)
print("----------------")
if ue and isir and not uidog then print("TRUE") else print("FALSE") end
print("----------------")
if ue and isir and not uidog then
a=UnitHealth(tt) / UnitHealthMax(tt);
if a>m then
m=a w=tt
end
end
end;if m <= 1 and not ub then
CastSpellByName(SpellName, w)
end;
</LuaScript>The part that is driving me crazy - otherwise I like solving puzzles - is that the results are not consistent. Sometimes it works, then other times it just doesn't.
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Well, I figured out that my lua script wasn't working as a spell, but if I used it as a condition then it worked. Now I'm trying to pass "t" to another 'spell', with the below as a condition:
<LuaScript>-- Find the unit with the largest health deficit, in range, that is alive, that doesn't have Rejuvenation
print("t ",t)
m=0;
w=f;
local SpellName = GetSpellInfo("Rejuvenation")
for i=nps,npe do
if i==0 then
tt="player"
else
tt=t..i
end;
if UnitExists(tt) and IsSpellInRange(SpellName,tt) and not UnitIsDeadOrGhost(tt) and not UnitBuff(tt,SpellName,nil,"PLAYER") then
a=UnitHealth(tt) / UnitHealthMax(tt);
if a>m then
m=a w=tt
end
end
end;-- Heal the unit with the largest deficit
if m <= .95 then
CastSpellByName(SpellName, w)
end
</LuaScript>I get nothing, not print, not any action, etc. Suggestions?
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Hello,
I tried this in my fightclass as a spell:
t="raid";
nps=1;
npe=GetNumGroupMembers();
if npe<=4 then
nps=0;
t="party";
end;
print(t," ",npe)With the spell settings as:
- Combat only - False
- Not spell, is lua script - True
I was hoping it would spam something like:
- "party 0" or "party nil"
But instead I get nothing. Any suggestions on how to make this work? Eventually I hope to make a fightclass that can detect if I'm in a party or raid, then using the global var "t" have it run a loop for party2, raid1..40, etc.
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This mostly works, but sometimes it doesn't.. I ended up learning some LUA. If you figure out a way to make it more reliable that would be cool.
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This profile heals, seems to need tweaking to heal itself though...
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Hi, yes that seems to work now, setting the lock frame to false. Thanks!
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Did the "Lock frame when checking.." work for you? I'm having a similar issue.
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You can try this:
I've gotten used to using the built in function to loot mobs when using Grinder, and using a macro button to Fetch when using Wrotation.
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Sure. The repeating log entry only happens after I finish combat. It doesn't display that behavior just after launch.
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Still having some issues:
08:06:27 - [Fight] Player Attack Leyline Researcher (lvl 110)
[F] 08:06:27 - [FightClass] Launch LUA script: PetAttack();
[F] 08:06:27 - [FightClass] Launch LUA script: RunMacroText("/cast [@focus, help] [@pet, nodead, exists] Misdirection")
[F] 08:06:28 - [Spell] Cast Mend Pet (Mend Pet)
[F] 08:06:28 - [Spell] Cast Bestial Wrath (Bestial Wrath)
[F] 08:06:28 - [FightClass] Launch C# code: robotManager.Helpful.Var.SetVar("OnceAfterCombat_SpellCast", false);
[F] 08:06:30 - [Spell] Cast A Murder of Crows (A Murder of Crows)
[F] 08:06:30 - [FightClass] Launch LUA script: RunMacroText("/use Emmarel's Assault")
[F] 08:06:31 - [Spell] Cast Cobra Shot (Cobra Shot)
[F] 08:06:31 - [Spell] Cast Counter Shot (Counter Shot)
[F] 08:06:32 - [Spell] Cast Dire Beast (Dire Beast)
[F] 08:06:34 - [Spell] Cast Kill Command (Kill Command)
[F] 08:06:35 - [Spell] Cast Cobra Shot (Cobra Shot)
[F] 08:06:35 - [FightClass] Launch C# code: // System.Threading.Thread.Sleep(1000); wManager.Wow.Helpers.Lua.RunMacroText("/targetlastenemy [help][noexists]"); wManager.Wow.Helpers.Lua.RunMacroText("/cast Fetch"); robotManager.Helpful.Var.SetVar("OnceAfterCombat_SpellCast", true);
[F] 08:06:36 - [FightClass] Launch C# code: // System.Threading.Thread.Sleep(1000); wManager.Wow.Helpers.Lua.RunMacroText("/targetlastenemy [help][noexists]"); wManager.Wow.Helpers.Lua.RunMacroText("/cast Fetch"); robotManager.Helpful.Var.SetVar("OnceAfterCombat_SpellCast", true);
[F] 08:06:37 - [FightClass] Launch C# code: // System.Threading.Thread.Sleep(1000); wManager.Wow.Helpers.Lua.RunMacroText("/targetlastenemy [help][noexists]"); wManager.Wow.Helpers.Lua.RunMacroText("/cast Fetch"); robotManager.Helpful.Var.SetVar("OnceAfterCombat_SpellCast", true);
[F] 08:06:38 - [FightClass] Launch C# code: // System.Threading.Thread.Sleep(1000); wManager.Wow.Helpers.Lua.RunMacroText("/targetlastenemy [help][noexists]"); wManager.Wow.Helpers.Lua.RunMacroText("/cast Fetch"); robotManager.Helpful.Var.SetVar("OnceAfterCombat_SpellCast", true);
[F] 08:06:39 - [FightClass] Launch C# code: // System.Threading.Thread.Sleep(1000); wManager.Wow.Helpers.Lua.RunMacroText("/targetlastenemy [help][noexists]"); wManager.Wow.Helpers.Lua.RunMacroText("/cast Fetch"); robotManager.Helpful.Var.SetVar("OnceAfterCombat_SpellCast", true);
[F] 08:06:41 - [FightClass] Launch C# code: // System.Threading.Thread.Sleep(1000); wManager.Wow.Helpers.Lua.RunMacroText("/targetlastenemy [help][noexists]"); wManager.Wow.Helpers.Lua.RunMacroText("/cast Fetch"); robotManager.Helpful.Var.SetVar("OnceAfterCombat_SpellCast", true);
[F] 08:06:42 - [FightClass] Launch C# code: // System.Threading.Thread.Sleep(1000); wManager.Wow.Helpers.Lua.RunMacroText("/targetlastenemy [help][noexists]"); wManager.Wow.Helpers.Lua.RunMacroText("/cast Fetch"); robotManager.Helpful.Var.SetVar("OnceAfterCombat_SpellCast", true);
[F] 08:06:43 - [FightClass] Launch C# code: // System.Threading.Thread.Sleep(1000); wManager.Wow.Helpers.Lua.RunMacroText("/targetlastenemy [help][noexists]"); wManager.Wow.Helpers.Lua.RunMacroText("/cast Fetch"); robotManager.Helpful.Var.SetVar("OnceAfterCombat_SpellCast", true);
08:06:43 - [AntiAfk] Disposed.
08:06:44 - Session statistics:
Elapsed time: 00h:00m:23s
Kills: 1 (156/hr)
Deaths: 0 (0/hr)
Farms: 0 (0/hr)
Loots: 0 (0/hr)
Money/HR: 0 G 00 S 00 C (0 G 00 S 00 C)
Honor/HR: 0 (0)
Apexis Crystal/HR: 0 (0)Perhaps an edit of the Loot-a-Rang plugin?
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Hello,
I'd like to cast Fetch on my Hunter pet, but only ONCE after combat. Right now it casts over and over. I have it set as:
Spell Settings
- combat only - false
- not a spell, is lua script - true
- once per target - true (doesn't seem to make any difference)
Spell Conditions
- me in combat - false
Here's the script:
RunMacroText("/targetlastenemy [help][noexists]")
RunMacroText("/cast Fetch")Any ideas?
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Hi,
"/cast Artillery Strike" doesn't work, only "/use Artillery Strike" does. I've retested this and only "/use" works from the cmd line.
The attempt at using the GetItemCount was to try and get it to not trigger when the number of artillery uses was zero. I have had situations in the past where the bot would loop on an item with charges and not progress to another condition test.
I've taken the getitemcount out, as well as the c sharp code. Now back to:
<FightClassSpell>
<FightClassConditions>
<FightClassCondition>
<ContionType>HostileUnitNear</ContionType>
<Param xsi:type="FightClassConditionUnitNear">
<Number>1</Number>
<Type>BiggerOrEqual</Type>
<Radius>10</Radius>
</Param>
</FightClassCondition>
</FightClassConditions>
<SpellName>RunMacroText("/use Artillery Strike")</SpellName>
<Priority>14</Priority>
<Timer>4000</Timer>
<NotSpellIsLuaScript>true</NotSpellIsLuaScript>
<AOESpellMePos>true</AOESpellMePos>
</FightClassSpell><FightClassSpell>
<FightClassConditions>
<FightClassCondition>
<ContionType>HostileUnitNearTarget</ContionType>
<Param xsi:type="FightClassConditionUnitNear">
<Number>2</Number>
<Type>BiggerOrEqual</Type>
<Radius>10</Radius>
</Param>
</FightClassCondition>
</FightClassConditions>
<SpellName>RunMacroText("/use Artillery Strike")</SpellName>
<Priority>13</Priority>
<Timer>6000</Timer>
<NotSpellIsLuaScript>true</NotSpellIsLuaScript>
<AOESpell>true</AOESpell>
</FightClassSpell> -
Hello,
I'm trying to get Artillery Strike to work in my fight class. Here are my attempts - it doesn't work. Any suggestions?
<FightClassSpell>
<FightClassConditions>
<FightClassCondition>
<ContionType>LuaScript</ContionType>
<Param xsi:type="FightClassConditionLua">
<LuaScript>count = GetItemCount(162077) ; if count > 0 then vRet = 1 else vRet = 0 end</LuaScript>
<VarRet>vRet</VarRet>
<ValueRet>1</ValueRet>
</Param>
</FightClassCondition>
<FightClassCondition>
<ContionType>HostileUnitNear</ContionType>
<Param xsi:type="FightClassConditionUnitNear">
<Number>1</Number>
<Type>BiggerOrEqual</Type>
<Radius>10</Radius>
</Param>
</FightClassCondition>
</FightClassConditions>
<SpellName>RunMacroText("/use Artillery Strike")</SpellName>
<Priority>15</Priority>
<Timer>4000</Timer>
<NotSpellIsLuaScript>true</NotSpellIsLuaScript>
<AOESpellMePos>true</AOESpellMePos>
</FightClassSpell>
<FightClassSpell>
<FightClassConditions>
<FightClassCondition>
<ContionType>LuaScript</ContionType>
<Param xsi:type="FightClassConditionLua">
<LuaScript>count = GetItemCount(162077) ; if count > 0 then vRet = 1 else vRet = 0 end</LuaScript>
<VarRet>vRet</VarRet>
<ValueRet>1</ValueRet>
</Param>
</FightClassCondition>
<FightClassCondition>
<ContionType>CSharpCode</ContionType>
<Param xsi:type="FightClassConditionString">
<Value>ObjectManager.GetWoWUnitHostile().Count(u => u.Position.DistanceTo(ObjectManager.Target.Position) <= 10 && u.Entry != 77405 && u.Guid != ObjectManager.Pet.Guid && wManager.Wow.Helpers.UnitCanAttack.CanAttack(u.GetBaseAddress, ObjectManager.Me.GetBaseAddress)) >= 2</Value>
</Param>
</FightClassCondition>
</FightClassConditions>
<SpellName>RunMacroText("/use Artillery Strike")</SpellName>
<Priority>14</Priority>
<Timer>6000</Timer>
<NotSpellIsLuaScript>true</NotSpellIsLuaScript>
<AOESpell>true</AOESpell>
</FightClassSpell> -
Oh, and thanks Droidz! That was a quick turn around on a way to save and load settings.
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I used the dev tools, memory, then searched on the names. Here's what I use for the mine and garden:
235376
235387
235388
235389
235390
235389
235388
235391
236936
232541
232542
232543
232544
232545 -
It worked for me. Is there a way to put those advanced settings into the grinder profile? That way I don't need to remember to change my settings each time?
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I'm having problems with it also. Droidz told me it was a problem with my fight profile, but I've changed everything to be usable from mount and whlie moving and it still dismounts when it attacks.
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Hi, is there a way to move back if we are within 10 yards of the target? Further, is there a way to have a check to make sure we don't walk off a cliff?
Thank you.
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Hi Ohren. Did you ever figure this out? I have the same issue with my SV hunter.
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Seems that there is a condition I should have been using "Target in cast". Thanks for your help!
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Is there a way to check a condition to cast an interrupt? I didn't see a Target is Casting condition. Any suggestions?
Thanks!
Add Spell - Is Lua Script
in Fight Classes assistance
Posted
Yea, I've kind of given up on this. It was a useful exercise. C# seems to be a more consistent method.