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superkillen

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Posts posted by superkillen

  1. 6 hours ago, The Smokie. said:

    You're code has buffs and spells from different classes / races. i would do one fightclass with spells from 1 spec/ race at a time.

    yeah I know that's what The Ascension private server are all about, it's classless high risk servers ?
     

    6 hours ago, The Smokie. said:

    if i was you, id learn C# from @Marsbar Video and make you're fightclass using C# Here some code from @Droidz

    
    using System;
    using System.Threading;
    using System.Windows.Forms;
    using robotManager.Helpful;
    using robotManager.Products;
    using wManager.Wow.Class;
    using wManager.Wow.Enums;
    using wManager.Wow.Helpers;
    using wManager.Wow.ObjectManager;
    using Timer = robotManager.Helpful.Timer;
     
    public class Main : ICustomClass
    {
        public float Range { get { return 4.5f; } }
     
        private bool _isLaunched;
        private ulong _lastTarget;
     
        public void Initialize() // When product started, initialize and launch Fightclass
        {
            _isLaunched = true;
            Logging.Write("[My fightclass] Is initialized.");
            Rotation();
        }
     
        public void Dispose() // When product stopped
        {
            _isLaunched = false;
            Logging.Write("[My fightclass] Stop in progress.");
        }
     
        public void ShowConfiguration() // When use click on Fight class settings
        {
            MessageBox.Show("[My fightclass] No setting for this Fight Class.");
        }
     
     
        // SPELLS:
        // Buff:
        public Spell DeadlyPoison = new Spell("Deadly Poison");
        public Spell Sprint = new Spell("Sprint");
        // Pull:
        public Spell Stealth = new Spell("Stealth");
        // Combat:
        public Spell Garrote = new Spell("Garrote");
        public Spell SliceandDice = new Spell("Slice and Dice");
        public Spell Eviscerate = new Spell("Eviscerate");
        public Timer SliceandDiceTimer = new Timer(); // Timer
     
        internal void Rotation()
        {
            Logging.Write("[My fightclass] Is started.");
            while (_isLaunched)
            {
                try
                {
                    if (!Products.InPause)
                    {
                        if (!ObjectManager.Me.IsDeadMe)
                        {
                            BuffRotation();
     
                            if (Fight.InFight && ObjectManager.Me.Target > 0)
                            {
                                Pull();
                                CombatRotation();
                            }
                        }
                    }
                }
                catch (Exception e)
                {
                    Logging.WriteError("[My fightclass] ERROR: " + e);
                }
     
                Thread.Sleep(10); // Pause 10 ms to reduce the CPU usage.
            }
            Logging.Write("[My fightclass] Is now stopped.");
        }
     
        internal void BuffRotation()
        {
            if (ObjectManager.Me.IsMounted)
                return;
     
            // Deadly Poison:
            if (DeadlyPoison.KnownSpell && !DeadlyPoison.HaveBuff && DeadlyPoison.IsSpellUsable && !ObjectManager.Me.GetMove)
            {
                DeadlyPoison.Launch();
                return;
            }
            // Sprint
            if (Sprint.KnownSpell && !ObjectManager.Me.InCombat && ObjectManager.Me.GetMove && Sprint.IsSpellUsable)
            {
                Sprint.Launch();
                return;
            }
        }
        internal void Pull()
        {
            if (ObjectManager.Me.Target == _lastTarget)
                return;
     
            // Stealth:
            if (Stealth.KnownSpell && Stealth.IsSpellUsable && !Stealth.HaveBuff && ObjectManager.Target.Target != ObjectManager.Me.Guid)
            {
                Stealth.Launch();
                _lastTarget = ObjectManager.Me.Target;
            }
        }
     
        internal void CombatRotation()
        {
            // Garrote:
            if (Garrote.IsSpellUsable && Garrote.IsDistanceGood && Garrote.KnownSpell && ObjectManager.Me.HaveBuff(115192))
            {
                Garrote.Launch();
                return;
            }
            // Eviscerate:
            if (Eviscerate.KnownSpell && Eviscerate.IsSpellUsable && Eviscerate.IsDistanceGood && (ObjectManager.Me.ComboPoint > 4 || (SliceandDice.HaveBuff && SliceandDiceTimer.IsReady)))
            {
                Eviscerate.Launch();
                if (SliceandDice.HaveBuff)
                    SliceandDiceTimer = new Timer(1000 * 36);
                return;
            }
        }
    }

     

    I will check this out!

  2. when I am riding vehicles (like the animals in the PvP world quest) my rotation doesn't start, I wonder if there is a easy fix in the options for something like this? played around with cast when mounted but it didn't work.

  3. been trying to configure my Vengence demon hunter to do Spirit bomb when I got Soul Fragments, but when I have this 

    <FightClassSpell>
          <FightClassConditions>
            <FightClassCondition>
              <ContionType>BuffStack</ContionType>
              <Param xsi:type="FightClassConditionBuffStack">
                <Number>1</Number>
                <Type>BiggerOrEqual</Type>
                <Name>Soul Fragments</Name>
              </Param>
            </FightClassCondition>
          </FightClassConditions>
          <SpellName>Spirit Bomb</SpellName>
          <Priority>4</Priority>
        </FightClassSpell>

    he doesn't do Spirit Bomb at all, but when I do it with condition Buff and type Soul Fragments True he does it, but he pretty much spams it even if he doesn't have any soul fragments.

    fixed it, C sharp code: wManager.Wow.ObjectManager.ObjectManager.Me.BuffStack(203981) >= 4 
    works on Soul Fragments but BuffStack condition don't!

  4. 2 hours ago, Schaka said:

    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

     

    you sir is a god among men.

    worked perfect, so if I want more debuffs cleansed, do I have to do a new cleanse for every debuff? or could I add so it cleanses all poison/disease/magic?

  5. Hi!
    I've created a fightclass for my paladin while leveling, I want him to cleanse nasty debuffs... (the one I am trying to cleanse now is Toxic Saliva, spell ID 7125

     

    he doesn't do nothing about it when I have

    Return value research: 1

    Return value var: result

    but if I delete both those lines he just spams cleanse (it works but that's just cuz I've got it in the last spots in my priority list) 

    my question is, what have I done wrong? :(
     

    prot pala TBC dubbel wisdom.xml

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