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mich125

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Posts posted by mich125

  1. @Droidz

    How to check for durability in quest profile, ive tried:

        <QuestsSorted Action="If" NameClass="ObjectManager.Me.GetDurability &lt;= 30" />
        <QuestsSorted Action="Pulse" NameClass="GoOut" />
        <QuestsSorted Action="RunCode" NameClass="wManager.Wow.Bot.States.ToTown.ForceToTown = true;" />
        <QuestsSorted Action="EndIf" NameClass="" />

    But it gives me the following error:

    2z2H3c3.png

  2. So i can do it like this?

    Thread t = new Thread(() =>
    {
        uint itemId = 24501;
        int questId = 9849;
        while (robotManager.Products.Products.IsStarted)
        {
            if (Conditions.InGameAndConnectedAndAliveAndProductStartedNotInPause)
            {
                if (!Quest.HasQuest(questId))
                    break;
                if (ObjectManager.Target.IsValid && ObjectManager.Target.IsAlive && ObjectManager.Target.Entry == 17157)
                {
                    ItemsManager.UseItem(itemId);
                }
            }
            Thread.Sleep(500);
        }
    });
    t.Start();

    Seems to work, thanks!

  3. So i have a quest where i need to useitem on npc to spawn some small npcs that i have to kill for quest objective to complete. I use this code:

    Thread t = new Thread(() =>
    {
        uint itemId = 24501;
        int questId = 9849;
        while (robotManager.Products.Products.IsStarted)
        {
            if (Conditions.InGameAndConnectedAndAliveAndProductStartedNotInPause)
            {
                if (!Quest.HasQuest(questId))
                    break;
                if (ObjectManager.Target.IsValid && ObjectManager.Target.IsAlive)
                {
                    ItemsManager.UseItem(itemId);
                }
            }
            Thread.Sleep(500);
        }
    });
    t.Start();

    But before he turns this quest, he has to do 3 more other quests nearby, and he keeps casting this item on other mobs from those 2 other quests, even tho this quest is already completed. Is it possible to add break if quest is completed but not turned yet? Or add only specific npcid to use this itemid on only?

  4. So i made a big profile to farm a dungeon. It works great till my character dies at some point of the dungeon, then character is at the start of the dungeon.

    But bot wont reset to 1st step, but instead will try to go to lets say step 10 path, and will run into the wall, since its a big dungeon. Any idea how to make him reset the profile to step 1 if he dies?

    Log for ex, after death he continues with next step, what i want is him to start from step 1 instead, same thing when he disconnects and reconnect.

    [D] 08:57:25 - [Quester] RunCode[46]: xxx
    [F] 08:57:28 - [Spell] Cast (onself) Swiftmend (Swiftmend)
    08:57:28 - [Fight] Player Attacked by 
    [F] 08:57:29 - [Spell] Cast Bear Form (Bear Form)
    [F] 08:57:32 - [Spell] Cast Thrash (Thrash)
    [F] 08:57:34 - [Spell] Cast (onself) Rejuvenation (Rejuvenation)
    [F] 08:57:35 - [Spell] Cast (onself) Regrowth (Regrowth)
    [F] 08:57:37 - [Spell] Cast Bear Form (Bear Form)
    [D] 08:57:38 - [Fight] Fight stopped
    08:57:38 - [Resurrect] Player dead
    [F] 08:57:38 - [Spell] Cast Cat Form (Cat Form)
    [F] 08:57:40 - [Spell] Cast (onself) Rejuvenation (Rejuvenation)
    [F] 08:57:42 - [Spell] Cast Cat Form (Cat Form)
    08:57:46 - [Resurrect] Player retrieve corpse
    [D] 08:57:49 - [Quester] If[47] 
    [D] 08:57:49 - [Quester] RunCode[51]: 
    [D] 08:57:53 - [Quester] New step (52): GoTo10th>Pulse

    Since my profile is in a big while true loop, i thought maybe its possible to do smth like this:

    <QuestsSorted Action="While" NameClass="Conditions.InGameAndConnectedAndAliveAndProductStartedNotInPause" />

    Is it possible? But i would need "else go to step 1" i think? and there is no else action avalible?

     

    @Droidz

  5. If this above doesnt work, try to put in optional settings "is complete" condition:

     

    You can use:

    return Quest.GetLogQuestIsComplete(questnumber);

     

    or if you need particular objective check:
    return Quest.IsObjectiveComplete(objectivenumber, questnumber);

     

    So for your example you should put in:

    return Quest.GetLogQuestIsComplete(38052);

  6. So i need bot to take a taxi, here is my code

        <QuestsSorted Action="While" NameClass="wManager.Wow.Helpers.Usefuls.ContinentId == 530 &amp;&amp; ObjectManager.Me.Position.DistanceTo2D(new Vector3(45.09895f, 2741.531f, 85.17036f)) &gt; 500" />
        <QuestsSorted Action="RunCode" NameClass="var position = new Vector3(3078.104, 3602.156, 144.0669);&#xD;&#xA;int npcEntryId = 18938;&#xD;&#xA;&#xD;&#xA;if (!ObjectManager.Me.IsOnTaxi)&#xD;&#xA;{&#xD;&#xA;    if (wManager.Wow.Bot.Tasks.GoToTask.ToPositionAndIntecractWithNpc(position, npcEntryId))&#xD;&#xA;    {&#xD;&#xA;        Usefuls.SelectGossipOption(GossipOptionsType.taxi);&#xD;&#xA;        Lua.RunMacroText(&quot;/click TaxiButton1&quot;);&#xD;&#xA;    }&#xD;&#xA;}" />
        <QuestsSorted Action="Wait" NameClass="288000" />
        <QuestsSorted Action="EndWhile" NameClass="" />

    What bot does:

    1. Bot interacts with flightmaster properly

    1. He uses the macro /click TaxiButton1

    But in game it shows "There is no direct path to that destination".

    Route looks like this in game

    7nYoL9B.png

    IF i manually mouseover my destination, route will be shown on map then, and macro that bot uses will work.

  7. Is there any possibility to add a condition so bot will use skills that increase his movement speed or blink him only if he is moving, and distance he is going is bigger than x amout of yards.

    What I am doing now, is using 3 conditions:

    1. Me in move: true

    2. Me in combat: false

    3. Buff casted on me: travel form

    But there are still cases when it would be better if bot didnt use those skills, couse he has a very short distance to go before getting in combat or talking to npc etc...

    So 1 more condition would be usefull.

    Probably there is a way to do it using "C Sharp Code" condition and doing something like "if distance to next vector higher than x, return true". I dont know how to do it tho, if someone knows what i mean plz help:) 

  8. Ok i found out everything already, works perfect now:

    1)I checked assign talents in advanced settings, it does use this macro every time it levels up.

    2)I fixed this macro a bit so it wont try to change speciallization every level, maybe someone will find it usefull:

    /run local x=GetSpecialization(); id, name = GetSpecializationInfo(x); if x ~= 2 then SetSpecialization(2) end; TalentMicroButton:Click(); if PlayerTalentFrame then PlayerTalentFrameTab2:Click(); PlayerTalentFrameTalentsTalentRow1Talent3:Click(); PlayerTalentFrameTalentsTalentRow2Talent2:Click(); PlayerTalentFrameTalentsTalentRow3Talent3:Click(); PlayerTalentFrameTalentsTalentRow4Talent1:Click(); PlayerTalentFrameTalentsTalentRow5Talent1:Click(); PlayerTalentFrameTalentsTalentRow6Talent2:Click(); PlayerTalentFrameTalentsTalentRow7Talent2:Click(); TalentMicroButton:Click(); end

  9. How can i make this bot automaticly pick talents speciallization?

    I am assuming it has smth to do with WRobot\FightClass\Talents files.

    I found a macro in a different topic, but bot doesnt seem to use it.

    Is it correct?


    /run SetSpecialization(2)

    /run TalentMicroButton:Click()
    if PlayerTalentFrame then
        PlayerTalentFrameTab2:Click()
        
        PlayerTalentFrameTalentsTalentRow1Talent3:Click()
        PlayerTalentFrameTalentsTalentRow2Talent2:Click()
        PlayerTalentFrameTalentsTalentRow3Talent3:Click()
        PlayerTalentFrameTalentsTalentRow4Talent1:Click()
        PlayerTalentFrameTalentsTalentRow5Talent1:Click()
        PlayerTalentFrameTalentsTalentRow6Talent2:Click()
        
        PlayerTalentFrameCloseButton:Click()
    end

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