def run(self): p = BigWorld.player() pickupNpcId = self.currentQuestData["acNpc"] pickupNpcTask = self.currentQuestData["acNpcTk"] pickupNpc = entities.findEntityByNpcId(pickupNpcId) if pickupNpc: if p.position.distTo(pickupNpc.position) > 2: self.name = "Moving to pickup quest : " + self.currentQuestData.get( "name", "") nav.moveToPathFind((pickupNpc.position.x, pickupNpc.position.y, pickupNpc.position.z, p.mapID)) return else: self.name = "Pickup quest : " + self.currentQuestData.get( "name", "") nav.stopMove() pickupNpc.acceptQuest(self.currentQuestId) self.bot.engine.wait(1) return if time.time() - self.lastTaskRunTime > 2: uiUtils.findPosById(pickupNpcTask) self.lastTaskRunTime = time.time() self.name = "Moving to pickup quest : " + self.currentQuestData.get( "name", "") return
def run(self): p = BigWorld.player() akuta = entities.findEntityByCharType(23028, 20) if akuta and hasattr(akuta, "spellInfo"): # Use this to detect casting :x self.state = "Dodge Akuta's attack !" nav.stopMove() p.faceTo(akuta) qingGong.switchToDodge(qingGong.GO_LEFT, p.qinggongMgr) self.bot.engine.wait(1) return GenericQuestCompletor.run(self)
def onCombat(self, target): p = BigWorld.player() if p and target: # Move close to target if needed if self.handleMove: tDistance = p.position.distTo(target.position) if tDistance > 5: nav.moveToPathFind((target.position.x, target.position.y, target.position.z, p.mapID)) return else: nav.stopMove() # If we are already using a skill, no need to go further... if p.isUseSkill(): return # Face the target if self.handleMove: p.faceTo(target) if self.ShadowBreaker.isKnown() and p.position.distTo(target.position) <= 5.0 and self.ShadowBreaker.isUsable() and not self.ShadowBreaker.isOnCooldown(): self.ShadowBreaker.cast(target) return if self.MartialInstinctSecret.isKnown() and p.position.distTo(target.position) <= 5.0 and self.MartialInstinctSecret.isUsable() and not self.MartialInstinctSecret.isOnCooldown() and not p.hasState(30804): self.MartialInstinctSecret.cast(target) return if self.MercilessStrike.isKnown() and p.position.distTo(target.position) <= 5.0 and self.MercilessStrike.isUsable() and self.Skypiercer.isOnCooldown(): self.MercilessStrike.cast(target) return if self.Skypiercer.isKnown() and p.position.distTo(target.position) <= 5.0 and self.Skypiercer.isUsable(): self.Skypiercer.cast(target) return if self.QuickSlash.isKnown() and p.position.distTo(target.position) <= 5.0 and self.QuickSlash.isUsable() and self.MercilessStrike.isOnCooldown() and self.JuggernautSweep.isOnCooldown() and self.MartialInstinctSecret.isOnCooldown() and self.ShadowBreaker.isOnCooldown(): self.QuickSlash.cast(target) return if self.JuggernautSweep.isKnown() and p.position.distTo(target.position) <= 5.0 and self.JuggernautSweep.isUsable(): self.JuggernautSweep.cast(target) return
def onCombat(self, target): p = BigWorld.player() if p and target: # Move close to target if needed if self.handleMove: tDistance = p.position.distTo(target.position) if tDistance > 20: nav.moveToPathFind((target.position.x, target.position.y, target.position.z, p.mapID)) return else: nav.stopMove() # If we are already using a skill, no need to go further... if p.isUseSkill(): return # Face the target if self.handleMove: p.faceTo(target) if self.HellfireSalvo.isKnown() and self.HellfireSalvo.isUsable(): self.HellfireSalvo.cast(target) return if self.Grenade.isKnown() and self.Grenade.isUsable(): self.Grenade.cast(target) return if self.OblivionBomb.isKnown() and self.OblivionBomb.isUsable(): self.OblivionBomb.cast(target) return if self.ConcussionBomb.isKnown() and self.ConcussionBomb.isUsable( ): self.ConcussionBomb.cast(target) return if self.ThunderShell.isKnown() and self.ThunderShell.isUsable(): self.ThunderShell.cast(target) return
def onCombat(self, target): p = BigWorld.player() if p and target: # Move close to target if needed if self.handleMove: tDistance = p.position.distTo(target.position) if tDistance > 25: nav.moveToPathFind((target.position.x, target.position.y, target.position.z, p.mapID)) return else: nav.stopMove() # If we are already using a skill, no need to go further... if p.isUseSkill(): return # Face the target if self.handleMove: p.faceTo(target) if self.FireflyHex.isKnown() and p.position.distTo( target.position) <= 25.0 and self.FireflyHex.isUsable(): self.FireflyHex.cast(target) return if self.SpectralMagpie.isKnown() and p.position.distTo( target.position) <= 25.0 and self.SpectralMagpie.isUsable( ): self.SpectralMagpie.cast(target) return if self.EssenceOfSpring.isKnown( ) and self.EssenceOfSpring.isUsable(): self.EssenceOfSpring.cast(p) return if self.MionideBells.isKnown() and p.position.distTo( target.position) <= 25.0 and self.MionideBells.isUsable(): self.MionideBells.cast(target) return
def onCombat(self, target): p = BigWorld.player() if p and target: # Move close to target if needed if self.handleMove: tDistance = p.position.distTo(target.position) if tDistance > 20: nav.moveToPathFind((target.position.x, target.position.y, target.position.z, p.mapID)) return else: nav.stopMove() # If we are already using a skill, no need to go further... if p.isUseSkill(): return # Face the target if self.handleMove: p.faceTo(target) if self.SearingWake.isKnown() and self.SearingWake.isUsable( ) and p.ammoNum >= 5: self.SearingWake.cast(target) return if self.LightningOrb.isKnown() and self.LightningOrb.isUsable(): self.LightningOrb.cast(target) return if self.AngelFire.isKnown() and self.AngelFire.isUsable(): self.AngelFire.cast(target) return if self.LambentBolt.isKnown() and self.LambentBolt.isUsable(): self.LambentBolt.cast(target) return
def onCombat(self, target): p = BigWorld.player() if p and target: # Move close to target if needed if self.handleMove: tDistance = p.position.distTo(target.position) if tDistance > 25: nav.moveToPathFind((target.position.x, target.position.y, target.position.z, p.mapID)) return else: nav.stopMove() # If we are already using a skill, no need to go further... if p.isUseSkill(): return # Face the target if self.handleMove: p.faceTo(target) if self.DemonsRancor.isKnown() and p.position.distTo( target.position) <= 25.0 and self.DemonsRancor.isUsable(): self.DemonsRancor.cast(target) return if self.CreepingPain.isKnown() and p.position.distTo( target.position) <= 25.0 and self.CreepingPain.isUsable(): self.CreepingPain.cast(target) return if self.HellfireClaw.isKnown() and p.position.distTo( target.position) <= 25.0 and self.HellfireClaw.isUsable(): self.HellfireClaw.cast(target) return
def onCombat(self, target): p = BigWorld.player() if p and target: # Move close to target if needed if self.handleMove: tDistance = p.position.distTo(target.position) if tDistance > 3: nav.moveToPathFind((target.position.x, target.position.y, target.position.z, p.mapID)) return else: nav.stopMove() # If we are already using a skill, no need to go further... if p.isUseSkill(): return # Face the target if self.handleMove: p.faceTo(target) if self.ConquerorSweep.isKnown() and p.position.distTo( target.position) <= 3.0 and self.ConquerorSweep.isUsable(): self.ConquerorSweep.cast(target) return if self.TornadoSweep.isKnown() and p.position.distTo( target.position) <= 3.0 and self.TornadoSweep.isUsable(): self.TornadoSweep.cast(target) return if self.HeroicStrike.isKnown() and p.position.distTo( target.position) <= 3.0 and self.HeroicStrike.isUsable(): self.HeroicStrike.cast(target) return