Vault Administrator MrFade Posted May 27, 2022 Vault Administrator Share Posted May 27, 2022 (edited) Please note that the plugin API has full access to wUnit Class and each attribute may be called within the plugin directly. wUnit GetPlayer() // Returns the player Object. CastSpell(string Name) // Casts the given spell. UseMacro(string Name) // Triggers the given macro name. bool UnitHasAura(wUnit, string AuraName) /// Returns true if the wUnit has the given Aura. List<wUnit> GetUnitsList() // returns a list of all units loaded by the obj mgr. List<uObject> GetObjectsList() //returns a list of all objects loaded by the obj mgr. InteractWithObject(uObject) // Interacts "Clicks" on an in-game object. InteractWithUnit(wUnit) // Interacts "Clicks" on an in-game unit. Sleep(int delay) // Sleeps the current plugin thread. bool IsObjectBobbing(uObject) // Checks to see if the given uObject is Bobbing. bool IsObjectValid(uObject) // Checks to see if the given uObject is still valid within memory. bool IsUnitValid(wUnit) // Checks to see if the given wUnit is still valid within memory. string GetBOTState() // Returns the current BOT state. SetBOTState(string BOTstate) // sets the current BOT state. SendKey(int KeyCode, int Delay) // emulates a keystroke to the attached wow client. FaceUnit(wUnit) // Faces the player to the given wUnit. int GetStuckTime() // returns the amount of time the player has been stuck for. Path() // Handles basic pathing logic only runs with there is a valid MeshPath loaded. int GetCurrentPoint() // Returns the current waypoint number. vector3[] GetCurrentPath() // Returns a vector3 array of the current MeshPath. int GetCurrentPathSize() // Returns the count of the Current MeshPath Vector array. bool FindMeshPathToUnit(wUnit) // Generates a mesh path to a given unit (populates CurrentPath) - Returns false if path generation fails. bool FindMeshPathToObject(uObject) // Generates a mesh path to a given object (populates CurrentPath) - Returns false if path generation fails. bool FindMeshPathToPoint(Float X, Float Y, Float Z) // Generates a mesh path to a given point. - Returns false if path generation fails. BlackListPoint(float x, float y, float z) /// Blacklists a 20 yard area around the given point where the BOT will not path (causes meshes to load). TargetUnit(wUnit) // Sets the given wUnit as the players target in-game. UseCommand(string Command) // Excutes the given Command in-game such as "TARGETLASTTARGET". Edited May 27, 2022 by MrFade Quote Link to comment Share on other sites More sharing options...
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