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Guangwei

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Posts posted by Guangwei

  1. 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)) &lt; 200&#xD;&#xA;" />
        <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)) &lt; 100&#xD;&#xA;" />
        <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!

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