Exemple #1
0
        //---------------------------------------------------------------------------------------------

        protected void World_CharacterAppeared(object sender, CharacterAppearedEventArgs e)
        {
            World.CharacterAppeared -= World_CharacterAppeared;
            UOCharacter appeared = new UOCharacter(e.Serial);

            if (appeared.Model == 0x0053 && !appeared.Renamable)
            {
                if (CalExtension.Abilities.GolemMaster.AdaHammer.Exist)
                {
                    Targeting.ResetTarget();
                    UO.WaitTargetObject(appeared);
                    CalExtension.Abilities.GolemMaster.AdaHammer.Use();

                    if (!Game.IsMob(appeared) && !Rename.IsMobRenamed(appeared))
                    {
                        appeared.Click();
                        Game.Wait(200);

                        if (appeared.RequestStatus(200))
                        {
                            Rename.RenameCharacter(appeared);
                        }
                    }
                }
            }
        }
Exemple #2
0
        public void TrainPoisEngage()
        {
            if (IsRunning)
            {
                return;
            }
            IsRunning = true;

            UOItem trainKit = World.Player.Backpack.AllItems.FindType(TrainKit.Graphic, TrainKit.Color);

            if (trainKit.Exist)
            {
                IsRunning = true;
                List <UOCharacter> characters = new List <UOCharacter>();
                characters.AddRange(World.Characters.ToArray());
                var fiter = characters.Where(ch => (ch.Notoriety != Notoriety.Guild && (ch.Notoriety == Notoriety.Enemy || ch.Notoriety == Notoriety.Murderer || ch.Notoriety == Notoriety.Criminal || ch.Notoriety == Notoriety.Neutral)) &&
                                             ch.Serial != World.Player.Serial &&
                                             ch.Distance <= 1 &&
                                             !Game.IsMob(ch.Serial) &&
                                             !Rename.IsMobRenamed(ch.Serial) &&
                                             !ch.Renamable &&
                                             !(ItemLibrary.IsMostCommonPlayerSummon(ch)));

                int  done    = 0;
                bool success = false;

                foreach (UOCharacter ch in fiter)
                {
                    if (!this.doneList.Contains(ch.Serial))
                    {
                        Game.RunScriptCheck(1000);
                        Game.CurrentGame.CurrentPlayer.SwitchWarmode();
                        Game.Wait(250);
                        UO.WaitTargetObject(ch.Serial);
                        trainKit.Use();

                        JournalEventWaiter jew = new JournalEventWaiter(true, "Uspesne jsi otravil svuj cil", "Kdyz se snazis pracovat s jedem, nemel bys delat nic jineho", "Na tomhle nemuzes trenovat", "Z teto nestvury se nic noveho nenaucis", "Na cili j*z nekdo trenoval");//todo
                        jew.Wait(500);

                        if (Journal.Contains(true, "Uspesne jsi otravil svuj cil", "Na tomhle nemuzes trenovat", "Z teto nestvury se nic noveho nenaucis", "Na cili j*z nekdo trenoval"))
                        {
                            this.doneList.Add(ch.Serial);
                            success = true;
                        }

                        Journal.Clear();
                        break;
                    }
                    else
                    {
                        done++;
                    }
                }

                if (!success && done > 0)
                {
                    World.Player.PrintMessage("Vse okolo poisnuto!");
                }
                else if (fiter.Count() == 0)
                {
                    World.Player.PrintMessage("Nic k poisnuti!");
                }
            }
            else
            {
                World.Player.PrintMessage("Nemas pois KIT");
            }

            IsRunning = false;
        }