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Grogy

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  1. Hello, for any1 who needs, I have implemented working polymorph offtarget with attacking poly after mainTarget is dead. Its quite reliable unsless there are 2 polyTargets - 2 mobs with same name and level pulled after mainTarget. If you guys could make a workaround, please share, but I will deffinitelly try to overcome it too (mby just run from them is a solution). List<WoWUnit> attackers = ObjectManager.GetUnitAttackPlayer(); if (attackers.Count >= 2 && PolyMorph.KnownSpell) { FightEvents.OnFightLoop += (unit, cancelable) => { WoWUnit mainTarget = attackers.Where(u => u.HealthPercent == attackers.Min(x => x.HealthPercent)).FirstOrDefault(); WoWUnit polyTarget = attackers.Where(u => u.HealthPercent == attackers.Max(x => x.HealthPercent)).FirstOrDefault(); if (!polyTarget.HaveBuff("Polymorph") && polyTarget != mainTarget && !ObjectManager.Me.IsDeadMe && !mainTarget.IsDead && !polyTarget.IsDead) { Interact.InteractGameObject(polyTarget.GetBaseAddress); SpellManager.CastSpellByNameLUA("Polymorph"); Usefuls.WaitIsCasting(); Interact.InteractGameObject(mainTarget.GetBaseAddress); } else if (mainTarget.IsDead && !polyTarget.IsDead && !ObjectManager.Me.IsDeadMe) { Interact.InteractGameObject(polyTarget.GetBaseAddress); SpellManager.CastSpellByIdLUA(116); Thread.Sleep(500); } }; return; }
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