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DonaldMacRonald

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Posts posted by DonaldMacRonald

  1. Hello. 

    That will make a lot of double posting, sorry for that, but as Eeny advise me to post here in PM. 

    Here are the two main problems I saw concerning Attack and Auto-Shot for hunters.

    I suspect the problem should be the same for Wanding : 

    Something that needs to be highlighten: I don't know for other classes since I didn't look at them in depth yet, but for Hunters, Attack spell (id:6603) is a self cast spell. That causes the toon to "loose" it's target, as the log tells it, when you go back to Ranged spells => [FIGHT] Manual target change

     

    On 07/03/2017 at 7:59 AM, eeny said:

    this is still an issue

    Can we have an option in the fight class editor to disable auto attack please.

    For me that's not the solution, since it look like it's the "main entry" for combat trigger in grinder/quester.

    If isRepeating detection of Attack spell could be fixed, that should be enough to correct the problem.

    Also, inside the bot grinder/quester routines, Attack should then not  be re-triggered if Auto-Shot/Wanding isRepeating and in good range. This one should also correct the rotation if isRepeating can not be fixed (at least for Hunters).

  2. On 17/05/2016 at 1:06 PM, Droidz said:

    Sorry, I can't find anything to solve this problem and I won't add this feature to WRobot.

    A simple solution would have been to replace "Reward Item" by : 

    WarriorRewardItem, RogueRewardItem, PriestRewardItem,... and check which class is the toon currently playing.

    The Quest developper then just add the Reward Item gossip for each of this variable.

    I know that after testing to edit the very first quest proposed in Vanilla, I don't want to hassle to make Quest profiles if I have to maintain [Number of Class] * Quests  version for each class just to pin rewards correctly.

    Best Item  addons  chooser aren't accessible for all WoW versions ;)

  3. @Pasterke 

    It's much more complicated than that.

    If you take into account Party, WRotation, Grinder, Quester, etc. logics it just can't be done that way : how do you manage the cases:

    • where you start combat at close combat and then it goes to range combat, whatever your level is?
    • where you're out of mana ?

    And range is already fixed at 35 in my figh class

    Furthermore, in Grinder for exemple Serpent Sting does trigger Auto Shot but it is immediatly overriden by Attack command which is spammed by the Grind bot

     

     

    @MacPod I didn't test my fight classes against Grinder nor Quester yet.

    I'm actually working on it, but it's gonna be a bit tougher since Grinder bot spams Attack command .... I strongly believe it's because the bot is faulty on Hunter Attack. It can't detect, in C# if it is triggered or not.

  4. OK !!!!!!!!!!!!!!!!!!!!

     

    I finally found the bloody solution :

    The problems : 

    Hunter Attack spell is cast on SELF  (So when you cast Attack you target yourself => Manual Target change ... Doh ! And you leave combat mode... but not your target if you hit it)

    AND

    When you don't have target GetDistance functions gives insane results (distance >6000  for the record distance of sight is 100)

    AND

    There's no way to know if Hunter Attack is repeating

     

     

    Solution:

    So the point is to manage to save the target at start of the fight (if ranged).

    Then when target change, mostly because you're getting in close combat mode, (you leave combat) you test if your old target is dead. If no => get target and Attack again

    The surprise is that your "not new" target is not in SpellRange => Distance : more than 6600  o_O

    Well sorry ... I can't explain better in english...

    Here is the code solution  (tested on newbie and lvl 16 char to be sure):

    McRo Hunter.cs

    Drawback :

    You must :

    - check "Launch rotation when combat start" if you want to use right mouse click but you'll attack every Hostile targets. Should be used only by hunters lvl <10 not having pets

    - start combat manually with auto Shot

    - have your pet on defensive (will attack first and then trigger combat routine) 

    McRo Hunter.cs

  5. Hello that doesn't help.

    Auto Shot trigger works OK

    But I'm noticying that : SpellManager.IsRepeating(Attack.Ids) always return false (even when Attack is on).

    even SpellManager.IsRepeating(new List<uint> { 6603 })  6603 being Hunter Attack SpellID (from what wrobot is displaying)

    no more chances with Lua.LuaDoString<bool>("return IsAutoRepeatAction(" + (SpellManager.GetSpellSlotId(SpellListManager.SpellIdByName("Attack")) + 1) + ")");

    (<= by the way it doesn't add +1 it concatenates inside of LuaDoString)

     

     

    I tried to add Thread.Sleep(Usefuls.Latency + 2000); but doesn't help either

     

    Anyway before reaching  Attack test trigger toon should go throught Raptor Strike test, and it doesn't reach it.

    The "Manual target change" disable combat state

    That's when I start combat with right mouse click.

     

    Starting it with direct press on Auto shot, the bot stay in combat as long as it is in Ranged combat distance.

    Once in Close combat it activates Raptor strike, then directly, Attack and => Manual target change

     

    [EDIT]

    OK I think I've got what's going on 

    look at spell definition : http://db.vanillagaming.org/?spell=6603

    It's cast on SELF.

    That's why there's a manual target change

     

     

     

  6. On 07/02/2017 at 7:54 PM, Droidz said:

    This link to xml made throught Fight Class creator but in pur C# it is not relevant.

    I have the exact same problem with hunter, and casters with wand. Here is what I do but, it's not working : 

     

            //Auto Shot
            if (!SpellManager.IsRepeating(AutoShot.Ids) && AutoShot.IsDistanceGood)
            {
                AutoShot.Launch();
                return;
            }
            
            //Attack
            if (!SpellManager.IsRepeating(Attack.Ids) && Attack.IsDistanceGood)
            {
                Attack.Launch();
                return;
            }

    At the end of the first pass in Combat routine I see

    [Fight] Manually target change

    If target stay in AUto Shot range (higher than 8 Yards) Auto Shot is retriggered

    If target come to close combat range my target is still highlighted but but my toon drops combat state and stay still until he dies.

     

     

    McRo Hunter.cs

  7. Pour te répondre :

    ALt+X : mettre le robot en pause/Play

    Après je pense qu'il est possible d'ajouter d'autre raccourcis en modifiant un C# Fight Class.

  8. Hello there

    I started building some profiles and I wanted to add some Custom Settings for the user to tweak.

    I made so with two of my classes (linked below).

    But I had to comment them since, when I use those I get this error : 

    Quote

    System.NullReferenceException: Object reference not set to an instance of an object. at [Main.Rotation(),Main.Heal()]

     

    And I don't see what is going wrong ... Am I missing something ?

    McRo Priest.cs

    McRo Hunter 10-X.cs

  9. I managed to find another solution with C# coding.

    I manage a SerpentStingTimer : I reset it when I'm not in combat or when I change target. That's the best solution I could think of.

    I did test to GetAllBuff from target (which works) and then retreive owner of all of them...

    But indeed => Owner==0 always. :( But it is noted on Wrobot Vanilla download page that buff owner doesn't work (I missed it at first)

     

    Same solution should apply to Priest's  ShadowWord: pain (I'm planning to make a C# Fight Class for Vanilla for them too)

     

    Anyway I think FightClass creator isn't suited for Vanilla (yet).

    There's too much conditions/timer option missing and it's too much restrictive.

    C# Fight Classes is the way to go.

  10. Hello everyone

    I've got a problem with some of my fight classes

    The bot reinitialize his target very often without any action from me 

    Several times during an encounter I have the message : [Fight] Manually target change

    For Hunter it deactivate Auto Shot and trigger Attack, most of the time, without going throught my tests.

    Some times it completly deactivate combat routine

    Here is a log sample

    Quote

    [F] 00:05:07 - [Spell] Cast Hunter's Mark (Hunter's Mark)
    00:05:07 - Target Faction : 82
    00:05:09 - [Looting] Loot Blackwood Pathfinder
    00:05:11 - [Fight] Player Attack Blackwood Windtalker (lvl 14)
    [F] 00:05:11 - [Spell] Cast Serpent Sting (Serpent Sting)
    [D] 00:05:12 - [Fight] Manually target change
    [D] 00:05:12 - Attack repetable=False
    [D] 00:05:12 - Autoshot repetable=True
    00:05:12 - [Fight] Player Attack Blackwood Windtalker (lvl 14)
    [D] 00:05:13 - Attack repetable=False
    [D] 00:05:13 - Autoshot repetable=True
    [F] 00:05:13 - [Spell] Cast Arcane Shot (Arcane Shot)
    [F] 00:05:14 - [Spell] Cast Auto Shot (Auto Shot)
    [D] 00:05:14 - [Fight] Manually target change
    [D] 00:05:15 - Attack repetable=False
    [D] 00:05:15 - Autoshot repetable=True
    00:05:17 - [Fight] Player Attack Blackwood Windtalker (lvl 14)
    [D] 00:05:17 - Attack repetable=False
    [D] 00:05:17 - Autoshot repetable=True
    [F] 00:05:18 - [Spell] Cast Auto Shot (Auto Shot)
    [F] 00:05:19 - [Spell] Cast Auto Shot (Auto Shot)
    [D] 00:05:19 - Attack repetable=False
    [D] 00:05:19 - Autoshot repetable=True
    [F] 00:05:20 - [Spell] Cast Arcane Shot (Arcane Shot)
    [D] 00:05:21 - Attack repetable=False
    [D] 00:05:21 - Autoshot repetable=True
    [F] 00:05:21 - [Spell] Cast Auto Shot (Auto Shot)
    [D] 00:05:21 - [Fight] Manually target change
    [D] 00:05:22 - Attack repetable=False
    [D] 00:05:22 - Autoshot repetable=True
    00:05:23 - [Fight] Player Attack Blackwood Windtalker (lvl 14)
    [D] 00:05:23 - Attack repetable=False
    [D] 00:05:24 - Autoshot repetable=True
    [F] 00:05:24 - [Spell] Cast Auto Shot (Auto Shot)
    [F] 00:05:25 - [Spell] Cast Auto Shot (Auto Shot)
    [D] 00:05:25 - [Fight] Manually target change
    [D] 00:05:26 - Attack repetable=False
    [D] 00:05:26 - Autoshot repetable=True
    00:05:26 - [Fight] Player Attack Blackwood Windtalker (lvl 14)
    [F] 00:05:26 - [Spell] Cast Arcane Shot (Arcane Shot)
    [D] 00:05:27 - Attack repetable=False
    [D] 00:05:27 - Autoshot repetable=False
    00:05:27 - [Fight] Player Attack Blackwood Pathfinder (lvl 12)

    I join the fight Class to this message: 

     

    I managed to mostly overcome the problem but it could look like a bit botish to expert eyes  

    Tested without any addon

    Vanilla version / Server Elysium

    McRo Hunter 10-X.cs

  11. Bonjour,

    Je me suis essayé à la création de Fight Class en xml , mais c'est vraiment trop galère d'obtenir ce que l'on veux lorsque l'on est pointilleux.

    Du coup je vais reprendre mes essais , mais en C# cette fois ci.

    Par contre j'ai queslques questions, qui a peut-être déjà été posé plusieurs fois, mais je ne trouve rien ni sur le fofo anglais  ni sur le fofo fr :

     

    • Pour une classe heal, est il possible de créer un profil qui , à la fois, DPS et heal ?

    C'est dans l'optique de créer des profils pour la version Vanilla , et les utiliser en mode Party/WRotation/Quest mais pas en donjon ni en bg.

    Je ne souhaite pas avoir de solution toute faite juste savoir si c'est faisable avant de me mettre à coder ;)

    Sachant qu'avec les version xml, si je comprends bien, le toon sera soit full Heal, soit full DPS (ce qui ne me conviens pas du tout).

     

    • Est-il necessaire d'avoir les sorts que l'on souhaite utiliser dans une barre d'action ?

    Il me semble l'avoir lu, en ce qui concerne les FightCLass xml, mais quid des C# ?

     

    1. Open your xml fight class.
    2. Locate those two spells (starts with <FightClassSpell> and end with </FightClassSpell>)
    3. Replace the whole block

    Additionally If you don't want to hassle, I posted a Hunter Fight Class including those triggers.

    Actually it only support lvl 1 to 10 but I'll post tonight the version I'm working on which will support 10 to X lvl (Updating it as I'm leveling). 

  12. Hello again

    I'm runing a dwarf hunter toon. I'm at level 14. I'm runing an updated version of my McRo Vanilla Hunter 1-10 Fight class (I'll post it shortly).

    Everything was working as expected until I hit Darkshore.

    Now, when I engage a beast, my toon start the combat like this :

    1. PetAttack(); (that's in my fightClass)
    2. Tame (Not in my fight class)
    3. keep on with the rest of my fight class

    This action doesn't appear in regular logs (don't know/didn't look how to put WRobot in debug logging)

    This action was not triggered on beasts in Teldrassil (not tested in other places, but might be linked to beasts level, not zone) 

     

    I tried to add Tame to my Fight class, putting it inside parameters of the class so it is disabled by default, but it still triggers it.

  13. Hello !

    If you try to use  Buff Time Left Target  on Serpent Sting:

    Buffname :Serpent Sting (obviously)

    Equal 0 => should fire a new Serpent Sting after 15 sec roughly, but spams Serpent Sting shots instead.

    Smaller or equal to : 1000 => should fire a new Serpent Sting after 14 sec roughly, but spams Serpent Sting shots instead.

    Bigger or equal to : 15000 => should  spams Serpent Sting shots but doesn't fire it at all. 

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