When I kill the boss in the Alterac Valley battleground and use '<IsCompleteCondition>return ObjectManager.GetWoWUnitByEntry(11948).Count==0;</IsCompleteCondition>' to determine completion, Wrobot will stay at the current step if there are other enemies nearby. How should I handle this?
At 14:50 the Boss has been killed.
[D] 14:49:42.222 - [Quester] New step (27): KillBoss>Pulse
[N] 14:49:42.579 - [Path-Finding] FindPath from 665.02 ; -27.7919 ; 50.6199 ; "None" to 722.43 ; -10.9982 ; 50.62147 ; "None" (PVPZone01)
[N] 14:49:42.579 - [Path-Finding] Path Count: 6 (70.55028y, 0ms)
[D] 14:51:52.196 - [Fight] Mob seem bugged
<QuestsSorted Action="If" NameClass="ObjectManager.Me.Position.DistanceTo2D(new Vector3(722.43,-10.9982,50.62141)) < 200
" />
<QuestsSorted Action="If" NameClass="ObjectManager.GetWoWUnitByEntry(11948).Count!=0" />
<QuestsSorted Action="Pulse" NameClass="KillBoss" />
<QuestsSorted Action="Wait" NameClass="1000" />
<QuestsSorted Action="EndIf" NameClass="" />
<QuestsSorted Action="EndIf" NameClass="" />
<QuestsSorted Action="If" NameClass="ObjectManager.Me.Position.DistanceTo2D(new Vector3(722.43,-10.9982,50.62141)) < 100
" />
<QuestsSorted Action="If" NameClass="ObjectManager.GetWoWUnitByEntry(11948).Count==0" />
<QuestsSorted Action="RunLuaCode" NameClass="WorldStateScoreFrameLeaveButton:Click();" />
<QuestsSorted Action="EndIf" NameClass="" />
<QuestsSorted Action="EndIf" NameClass="" />
<EasyQuest>
<Name>KillBoss</Name>
<QuestId />
<QuestType>KillAndLoot</QuestType>
<QuestClass xsi:type="KillAndLootEasyQuestClass">
<HotSpots>
<Vector3 X="722.43" Y="-10.9982" Z="50.62141" />
</HotSpots>
<EntryTarget>
<int>11948</int>
</EntryTarget>
<IsGrinderNotQuest>true</IsGrinderNotQuest>
<IsHotspots>true</IsHotspots>
</QuestClass>
<ObjectiveCount1>0</ObjectiveCount1>
<ObjectiveCount2>0</ObjectiveCount2>
<ObjectiveCount3>0</ObjectiveCount3>
<ObjectiveCount4>0</ObjectiveCount4>
<ObjectiveCount5>0</ObjectiveCount5>
<AutoDetectObjectiveCount1>false</AutoDetectObjectiveCount1>
<AutoDetectObjectiveCount2>false</AutoDetectObjectiveCount2>
<AutoDetectObjectiveCount3>false</AutoDetectObjectiveCount3>
<AutoDetectObjectiveCount4>false</AutoDetectObjectiveCount4>
<AutoDetectObjectiveCount5>false</AutoDetectObjectiveCount5>
<CanCondition />
<IsCompleteCondition>return ObjectManager.GetWoWUnitByEntry(11948).Count==0;</IsCompleteCondition>
<WhenSelectStep />
<WhenLeaveStep />
<RepeatableQuest>false</RepeatableQuest>
<NotRequiredInQuestLog>true</NotRequiredInQuestLog>
<PickUpQuestOnItem>false</PickUpQuestOnItem>
<PickUpQuestOnItemID>0</PickUpQuestOnItemID>
<Comment />
<GossipOptionRewardItem>1</GossipOptionRewardItem>
<RequiredQuest>0</RequiredQuest>
<MaxLevel>100</MaxLevel>
<MinLevel>0</MinLevel>
<WoWClass>None</WoWClass>
</EasyQuest>
Thanks!