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ivansosajigga

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  1. Like
    ivansosajigga reacted to Bugreporter in Snippets of LUA codes (for FightClass)   
    A better Buffcheck.
    The charm of this check is:
    you dont need to check all 40 possible buffs you can access the buff with his name (clearer code) and because you access with the name, you dont get trouble with change buff id's and you can check simple buff combinations without check twice  
     
    local Moonfire=GetSpellInfo(155625) local t=GetTime(); local buffexp,buff,buffcnt={},{},{}; local i,n,c,x,id,found=0; repeat i=i+1; n,_,_,c,_,_,x,_,_,_,id=UnitAura("target",i,"PLAYER HARMFUL"); if n then buffcnt[n]=c buffexp[n]=x-t buff[n]=id; found=true end until (not n) or (i==40); if found then if buff[Moonfire] then ... end end  
  2. Like
    ivansosajigga reacted to NvD in Q: Unwelcome Visitors 42160 - part 1   
    Thanks Droidz, it worked :), here is how I did it (it will try multiple times to destroy the portals since its destroyed before i cast :)
    var path = new List<Vector3>() {
        new Vector3(721.8674, 5322.935, 57.19053, "None"),
        new Vector3(613.8378, 5530.022, 54.96337, "None"),
        new Vector3(587.8415, 5304.021, 45.30553, "None"),
        new Vector3(496.2509, 5307.273, 60.94893, "None"),
    };
    for (int i = 0; i < path.Count; i++)
    {
        if (GoToTask.ToPosition(path))
                {
                        Logging.Write("reach point #" + i);
                        Lua.LuaDoString("ExtraActionButton1:Click()");
                        ClickOnTerrain.Pulse(new Vector3(path));
                        Thread.Sleep(5000);
                }
    }
    return true;
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