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Grogy

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Posts posted by Grogy

  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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