/// <summary> /// Use pulling moves if applicable to make the target /// mob aggressive to us. /// </summary> public override void Run() { var actions = Config.BattleLists["Pull"].Actions.ToList(); var usable = actions.Where(x => ActionFilters.TargetedFilter(EliteApi, x, Target)).ToList(); Executor.UseTargetedActions(usable, Target); }
public override void RunComponent() { // Check engaged // FIXED: no longer return on not engage but don't execute // these moves instead. Fixes the bot not attacking things // from move than 30 yalms problem. if (fface.Player.Status.Equals(Status.Fighting)) { // Grab the first weaponskill or null. var weaponskill = Config.Instance.BattleLists["Weaponskill"] .Actions.FirstOrDefault(); // See if they the user set a weaponskill. if (weaponskill == null) { return; } // Perform the weaponskill if it is valid. if (ActionFilters.TargetedFilter(fface, weaponskill, Target)) { Executor.UseTargetedAction(weaponskill, Target); } } }
/// <summary> /// Use pulling moves if applicable to make the target /// mob aggressive to us. /// </summary> public override void Run(IGameContext context) { var actions = context.Config.BattleLists["Pull"].Actions.ToList(); var usable = actions.Where(x => ActionFilters.TargetedFilter(context.API, x, context.Target)).ToList(); context.Memory.Executor.UseTargetedActions(usable, context.Target); }
/// <summary> /// Use pulling moves if applicable to make the target /// mob aggressive to us. /// </summary> public override void RunComponent() { var actions = Config.Instance.BattleLists["Pull"].Actions.ToList(); var usable = actions.Where(x => ActionFilters.TargetedFilter(fface, x, Target)).ToList(); Executor.UseTargetedActions(usable, Target); }
public override void RunComponent() { // Cast only one action to prevent blocking curing. var action = Config.Instance.BattleLists["Battle"].Actions .FirstOrDefault(x => ActionFilters.TargetedFilter(fface, x, Target)); if (action != null) { _executor.UseTargetedAction(action, Target); } }
public override void Run() { // Cast only one action to prevent blocking curing. var action = Config.Instance.BattleLists["Battle"].Actions .FirstOrDefault(x => ActionFilters.TargetedFilter(EliteApi, x, Target)); if (action == null) { return; } Executor.UseTargetedActions(new[] { action }, Target); }
/// <summary> /// Use pulling moves if applicable to make the target /// mob aggressive to us. /// </summary> public override void Run(IGameContext context) { // Has the user decided we should engage in battle. if (context.Target.Distance <= 25 && context.Config.IsEngageEnabled) { Player.Engage(context.API); } var actions = context.Config.BattleLists["Pull"].Actions.ToList(); var usable = actions.Where(x => ActionFilters.TargetedFilter(context.API, x, context.Target)).ToList(); context.Memory.Executor.UseTargetedActions(context, usable, context.Target); }
public override void Run(IGameContext context) { ShouldRecycleBattleStateCheck(context); // Cast only one action to prevent blocking curing. var action = context.Config.BattleLists["Battle"].Actions .FirstOrDefault(x => ActionFilters.TargetedFilter(context.API, x, context.Target)); if (action == null) { return; } context.Memory.Executor.UseTargetedActions(new[] { action }, context.Target); }
/// <summary> /// Use pulling moves if applicable to make the target /// mob aggressive to us. /// </summary> public override void RunComponent() { // Do not pull if we've done so already. if (CombatBaseState.IsFighting) { return; } // Only pull if we have moves. if (Config.Instance.BattleLists["Pull"] .Actions.Any(x => x.IsEnabled)) { var usable = Config.Instance.BattleLists["Pull"] .Actions.Where(x => ActionFilters.TargetedFilter(fface, x, Target)); Executor.UseTargetedActions(usable, Target); } }
public override void Run() { // Check engaged // FIXED: no longer return on not engage but don't execute // these moves instead. Fixes the bot not attacking things // from move than 30 yalms problem. if (!EliteApi.Player.Status.Equals(Status.Fighting)) { return; } var weaponskill = Config.Instance.BattleLists["Weaponskill"].Actions .FirstOrDefault(x => ActionFilters.TargetedFilter(EliteApi, x, Target)); if (weaponskill == null) { return; } Executor.UseTargetedActions(new[] { weaponskill }, Target); }
public override void Run(IGameContext context) { // Check engaged // FIXED: no longer return on not engage but don't execute // these moves instead. Fixes the bot not attacking things // from move than 30 yalms problem. if (!context.API.Player.Status.Equals(Status.Fighting)) { return; } var weaponskill = context.Config.BattleLists["Weaponskill"].Actions .FirstOrDefault(x => ActionFilters.TargetedFilter(context.API, x, context.Target)); if (weaponskill == null) { return; } context.Memory.Executor.UseTargetedActions(context, new[] { weaponskill }, context.Target); }