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Apexx

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Everything posted by Apexx

  1. Beast Mastery Fight Class Template [Derived from How to create an Fight Class (developer only)] Beast Mastery Hunter Fight Class It's probably not optimized, because I slapped it together quickly.
  2. It does not look nearly as bad, but it is a bit of an issue in my honest opinion. Thanks again @Avvi
  3. I believe the main issue is that once it initiates Auto Attack it interrupts Auto Shot. My character will shoot range just fine, then pull out the weapon and get ready for melee attack even though the target unit is still 30 yards out.
  4. Okay, here's a snapshot of the last tidbits of the log file: 19:13:52 - [BMHunter] Is initialized. 19:13:52 - [BMHunter] Is started. [D] 19:13:52 - PetPassiveMode() Enabled 19:13:52 - [Butler] Butler version 1.3 is loaded and ready [D] 19:13:54 - [Butler] acknowledging item "Charger's Armor" id 15479 with a value of 115 [D] 19:13:54 - [Butler] acknowledging item "Ranger's Vest" id 23266 with a value of 55 19:13:55 - [Butler] item "Charger's Armor" id 15479 blacklisted [D] 19:13:55 - [Butler] acknowledging item "Sharp Arrow" id 2515 with a value of 5.833333 19:13:56 - [Butler] item "Sharp Arrow" id 2515 blacklisted [D] 19:13:57 - [Butler] acknowledging item "Charger's Handwraps" id 15476 with a value of 64 [D] 19:13:57 - [Butler] acknowledging item "Embossed Leather Gloves" id 4239 with a value of 241 19:14:00 - [Fight] Player Attack Zhevra Runner (lvl 13) [F] 19:14:00 - [Spell] Cast Hunter's Mark (Hunter's Mark) [F] 19:14:00 - [Spell] Cast Serpent Sting (Serpent Sting) [D] 19:14:01 - AUTO ATTACK ENABLED. [D] 19:14:01 - Zhevra Runner GetDistance = 28.04692 [D] 19:14:02 - PetDefensiveMode() Enabled [F] 19:14:02 - [Spell] Cast Serpent Sting (Serpent Sting) [F] 19:14:04 - [Spell] Cast Arcane Shot (Arcane Shot) [D] 19:14:04 - AUTO ATTACK ENABLED. [D] 19:14:04 - Zhevra Runner GetDistance = 9.811253 [F] 19:14:06 - /castsequence !Auto Shot, !Auto Shot [F] 19:14:07 - /castsequence !Auto Shot, !Auto Shot [D] 19:14:07 - AUTO ATTACK ENABLED. [D] 19:14:07 - Zhevra Runner GetDistance = 9.811253 [F] 19:14:07 - /castsequence !Auto Shot, !Auto Shot [F] 19:14:08 - /castsequence !Auto Shot, !Auto Shot [F] 19:14:08 - [Spell] Cast Serpent Sting (Serpent Sting) [D] 19:14:08 - PetPassiveMode() Enabled If it's the correct way to determine Auto Attack initiating, it would be nice to disable this feature for range classes until the target is within melee range. I appreciate your help @Avvi
  5. It doesn't seem to be returning any log. I have tried changing the string from "Auto-Attack" to "Auto Attack" and just "Attack". I have tried changing "UNIT_SPELLCAST_START" TO "UNIT_SPELLCAST_SENT".
  6. The spellbook shows "Auto Attack" (ID 6603), but the ability on my action bar reads, "Attack". The addon, "SpellID" returns 6603 in the tooltip for Auto Attack, but does not return any ID for the ability, "Attack" on my action bar. Are they the same? Dragging the "Auto Attack" ability to my action bar, changed the name to "Attack" and does not show spell ID information. How would you suggest testing if Auto Attack is activated?
  7. Looking at the ability that is interrupting Auto Shot again, my thread title might be misleading. The standard "Attack" skill is the one flashing against Auto Shot in the animated .gif above. I have the addon, "SpellID" that shows the obvious - spell ID in tooltips, and Attack is not returning any ID. I don't think I would be able to test if "Attack" is activated. I will try and disable any close proximity melee abilities from the fight class and see what happens...
  8. I have seen this issue proposed all over the forums, but have yet to see an actual fix or comment regarding a possible workaround. Hunter's use Auto Shot as a good chunk of damage output, but WRobot likes to use "Attack" on its own, which causes conflicts, interrupting Auto Shot. Here's a quick .gif I put together showing just the issue. It looks extremely bot-ish. It would be great to see some light shed on this subject.
  9. Is there a way to check using C#, if the hunter player even has a pet? I would like to include pet mending, reviving, and calling inside my fight class, but if the hunter does not even own a pet yet, how can I bypass the abilities inside the fight class if there is no pet? I was wondering if I could just check if GUID != 0?
  10. I managed to get the lines and circles to draw to the screen, but now I am running into the problem of not being able to clear the lines and circles independently from one another if the player moves far enough away. So far they just stick to the screen and continue to pile up, blocking the view. Man, it would be nice if there was better documentation with this bot. // Ore public List<string> OreNames = new List<string> { "Copper Vein", "Tin Vein", "Silver Vein", "Ooze Covered Silver Vein", "Iron Vein", "Gold Vein", "Ooze Covered Gold Vein", "Mithril Deposit", "Ooze Covered Mithril Deposit", "Truesilver Deposit", "Ooze Covered Truesilver Deposit", "Dark Iron Vein", "Small Thorium Vein", "Ooze Covered Thorium Vein", "Rich Thorium Vein", "Ooze Covered Rich Thorium Vein", "Fel Iron Vein", "Nethercite Deposit", "Adamantite Vein", "Rich Adamantite Vein", "Khorium Vein", "Cobalt Deposit", "Rich Cobalt Deposit", "Saronite Deposit", "Rich Saronite Deposit", "Pure Saronite Deposit", "Titanium Deposit", "Obsidium Deposit", "Rich Obsidium Deposit", "Elementium Vein", "Rich Elementium Vein", "Pyrite Deposit", "Rich Pyrite Deposit", "Ghost Iron Deposit", "Rich Ghost Iron Deposit", "Kyparite Deposit", "Rich Kyparite Deposit", "Trillium Vein", "Rich Trillium Vein", "Blackrock Deposit", "Rich Blackrock Deposit", "True Iron Deposit", "Rich True Iron Deposit", "Leystone Deposit", "Leystone Seam", "Rich Leystone Deposit", "Felslate Deposit", "Felslate Seam", "Felslate Spike", "Rich Felslate Deposit", }; public void Initialize() { _isLaunched = true; while (_isLaunched && Products.IsStarted) { try { if (Conditions.ProductIsStartedNotInPause) { foreach (var o in ObjectManager.GetObjectWoWGameObject()) { try { if (o.IsValid && !string.IsNullOrEmpty(o.Name) && OreNames.Contains(o.Name) && o.GetDistance <= 100) { Radar3D.OnDrawEvent += () => { Radar3D.DrawLine(ObjectManager.Me.Position, o.Position, Color.AliceBlue, 75); Radar3D.DrawCircle(o.Position, 3.0f, Color.Gold, false, 75); }; } if(o.GetDistance > 100) { // I need to be able to remove the drawn line(s) and circle(s) } } catch { } } Radar3D.Pulse(); } } catch { } Thread.Sleep(300); } }
  11. I have since scrapped the project as trying to write healbots using WRobot was just too much for my skill of keeping things organized and maybe too many checks. Here is the snippet that did seem to work, but using the check for my warrior fight class, it would continuously crash WRobot before logging the actual error. // Buff Friendly Targets if (PriestSettings.CurrentSetting.BuffFriendlyTargets) { if (_powerWordFortitude.KnownSpell && _powerWordFortitude.IsSpellUsable && target.Faction == player.Faction && target.IsAlive && target.IsValid && target.GetDistance <= _powerWordFortitude.MaxRange && !TraceLine.TraceLineGo(target.Position) && !target.HaveBuff(_powerWordFortitude.Ids)) { Logging.WriteDebug(target.Name + " is missing Power Word: Fortitude."); _powerWordFortitude.Launch(); Thread.Sleep(SpellManager.GetSpellCooldownTimeLeft(_powerWordFortitude.Id)); } }
  12. I will have to do more testing, but when I tried this buffing friendly players within Power Word: Fortitude range and checking my faction with target faction, it would only buff those that were Undead as I was. It takes the player "Race" not Faction type which would be "Horde", "Alliance", "Horde Expedition", or "Alliance Vanguard". World of Warcraft Races are noted here I guess I am just confused if there is no real substantial check for faction types.
  13. Interesting! Thanks @Droidz. I will check into those threads and see what I can learn.
  14. Hello, I searched around the forums a bit, but I cannot find an answer here. I was wondering how I can insert abilities based on the condition that I am fighting an actual player of the opposite faction? reaction = UnitReaction("unit", "otherUnit"); -- In Blizzard Code, UnitReaction is only used between the player and a Non Player Controlled target. Would I need to check each enum? wManager.Wow.Enums.PlayerFactions.Dwarf
  15. I am not sure if it's working as intended. It even returns that I am offline, and I am clearly in game. How can I search for a player by string and through settings if they are online and in range? IE: Cast Vigilance On: ____[Player Name Here]______ I have tried different variations with the lua code provided and to no avail. Thanks!
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