protected override void CombatRoutine(GUnit Cible) { Cible.Target(); deplacement(Cible); CastSpell("Attaque auto"); int i = 0; //SendConsole("------", ConsoleLvl.High); // showTargetlist(); while (Cible.IsAlive && localPlayer.IsAlive) { if (BreakCurActionB == true) { BreakCurActionB = false; break; } LuaVM.DoString(LuaHelp.AttackingTarget); Repositionnement(Cible); Thread.Sleep(200); if (!Cible.inCombat || !localPlayer.inCombat) { Cible.Target(); Thread.Sleep(100); CastSpell("Attaque auto"); } i++; TargetList.Sort(); } //showTargetlist(); // SendConsole("Something stopped : " + (TargetList[0].Target == Cible).ToString() + " " + i.ToString(), ConsoleLvl.High); }
protected override void CombatRoutine(GUnit Cible) { if (waitTankPull) { if (BotHelper.CombatTime(Cible) < TimeSpan.FromMilliseconds(1000)) { // combat vien juste de commencer Thread.Sleep(timeToWaitPull); } } while (Cible.IsAlive && localPlayer.IsAlive) { if (BreakCurActionB == true) { BreakCurActionB = false; break; } LuaVM.DoString(LuaHelp.AttackingTarget); Repositionnement(Cible); if (!Cible.inCombat || !localPlayer.inCombat) { Cible.Target(); Thread.Sleep(100); } Thread.Sleep(200); TargetList.Sort(); } }
protected virtual void HealRoutine(GUnit Cible) { Cible.Target(); while (Cible.Health != 1.0) { if (BreakCurActionB == true) { BreakCurActionB = false; break; } LuaVM.DoString(LuaHelp.HealingTarget); Thread.Sleep(200); } }
protected override void CombatRoutine(GUnit Cible) { while (Cible.IsAlive && localPlayer.IsAlive) { if (BreakCurActionB == true) { BreakCurActionB = false; break; } LuaVM.DoString(LuaHelp.AttackingTarget); Repositionnement(Cible); if (!Cible.inCombat || !localPlayer.inCombat) { Cible.Target(); Thread.Sleep(100); } Thread.Sleep(200); TargetList.Sort(); } }
public void AttackTargets(bool Maintarg) { //SendConsole("first sort", ConsoleLvl.High); // showTargetlist(); //SendConsole("--sort", ConsoleLvl.High); if (!Maintarg) { TargetList.Sort(); Cible = TargetList[0].Target; } else { Cible = MainTargetList.Peek().Target; } if (Cible != null) { Cible.Target(); deplacement(Cible); if (Cible.StartedCombat == false) { if (waitTimePreCombat != 0) { Thread.Sleep(waitTimePreCombat); } PreCombatRoutine(); Thread.Sleep(this.PreCombatTick); } CombatRoutine(Cible); } else { SendConsole("No Cible Selected Error", ConsoleLvl.High); } Cible = null; CibleI = 9999; }