Vault Administrator MrFade Posted April 22 Vault Administrator Share Posted April 22 (edited) The current API available in all plugins. bool HasItem(string ItemName) // Returns True if the player has the passed item name in their bags. string GetWEPWUser(); // Returns the current username of the logged in WEPW user. int ItemCount(string ItemName) // Returns the stack count of itemName in the players bags. string GetPlayerClass(); // Returns a string with the class of the player IE "Druid". Log(string Message) // Prints info to WEPWs log. bool LoadRotation(string RotationName) // Attempts to load the passed rotation name - returns false if fails. WoWUnit GetPlayer(); // Returns the local Player WoWUnit. CastSpell(string Name); // Attempts to cast the passed spell. UseMacro(string MacroName); // Attempts to trigger the passed MacroName. bool UnitHasAura(WowUnit Unit,string AuraName); // Returns True if the passed WoWunit has AuraName active. False otherwise. List<WoWUnit> GetUnitsList() // Returns a list of all Loaded units in the object manager. List<WowObject> GetObjects(); // Returns a list of all loaded Objects in the Object manager. List<WowUnit> GetPlayersList() // returns a list of all loaded Players in the Object Manager. InteractWithObject(WoWObject Object); // Interacts with the passed Object. Consider this clicking the passed WoWObject in-game. InteractWithUnit(WoWUnit Unit); // Interacts with the passed Unit. Consider this clicking the passed unit in-game. PluginSleep(int MS); // Sleeps the plugin thread for MS. bool IsObjectBobbing(WoWObject Object); // Returns true if the passed WoWObject has the bobbing Flag set. (Used for fishing bobber.) bool IsObjectValid(WowObject Object); // Returns true if the object is still valid in-game and in memory. string GetBOTState(); // Returns the current BOT state IE OffPathToGather etc etc... SetBOTState(string State); // Sets the BOT state to the passed string. SendKey(int KeyCode int Delay); // Sends the KeyCode to your WoW client for Delay ms. FaceUnit(WowUnit Unit); // Turns the player in-game to face the passed WoWUnit. int GetStuckTime(); // Returns the current stuck count. bool IsObjectOwnedByPlayer(WoWObject Object); // Returns true if the passed Object is owned by the player. IE a fishing bobber is owned by the player. Path(); // Basic path call that will follow the last generation mesh path. So you would generate a path then call Path(); each thread tick to run the generated path. int GetCurrentPoint(); // Returns the current Point in the path the BOT is on. int GetCurrentPathSize(); // Returns how many points are in the current path. bool FindMeshPathToUnit(WowUnit Unit); // Generates a mesh path to the passed Unit. You would then call Path(); after this to run the generated Path. bool FindMeshPathToObject(WowObject Object); // Generates a mesh path to the passed Object. You would then call Path(); to run the path. bool IsUnitValid(WowUnit Unit); // Returns true if the unit is valid in memory and in-game. IE the unit hasn't unloaded. bool FindMeshPathToPoint(float X,float Y,float Z); // generates a mesh path to the passed X,Y,Z. TargetUnit(WoWUnit Unit); // Targets the passed Unit. WowUnit GetTargetUnit(); // Returns the players current target. UseCommand(string Command); // attempts to use keybindable commands. // Commands here : // https://wowpedia.fandom.com/wiki/BindingID BlackListPoint(X,Y,Z); // Blacklists the passed point in the meshes. in a circle of roughly ~8 yards. int GetUnitReaction(WoWUnit Unit, WoWUnit Unit); // Returns the unit reaction between the passed units. public enum UnitReaction { Unknown = -1, Hated = 0, Hostile = 1, Unfriendly = 2, Neutral = 3, Friendly = 4, Honored = 5, Revered = 6, Exalted = 7 } bool CompareGUID(WowGuid GUID, WowGuid GUID); Returns true if the passed GUIDs are equal. WowUnit FindUnitByGUID(WowGuid GUID); // Returns the WowUnit with the passed GUID. int DistanceToUnit(WoWUnit Unit, WoWUnit Unit); // Returns the distance between the two passed Units. IE DistanceToUnit(Player,Target); int DistanceBetweenPoints(Float[] P1, Float[] P2); // Returns the distance between the passed points. float[] UnitPosToFloatArray(WoWUnit Unit); // Returns the Units position as a float[]. float[] VecToFloatArray(Vector3 Vector); // Converts a Vector3 to a float[]; Vector3 FloatToVec(float x, float y , float z); // Converts the passed X,Y,Z values into a Vector3. UseItem(string Item); // Attempts to use the passed ItemName. float GetZ(float X, Float Y); // attempts to use the meshes to calcuate the height at the given X & Y values. StopMoving(); // Stops the player from moving forward. WoWGuid[] GetUnitGUIDBlackList(); // Returns all the currently blacklisted GUIDs. BlackListUnitGUID(WowUnit Unit); // Addes the passed WoWUnit to the blacklist. (It wont be consider for looting / combat etc) int GetZoneID(); // Returns Zone ID of player. int GetMapID(); // Returns the Map ID of the player. int GetAreaID(); // Returns the Area ID of the player. Vector3 GetCorpsePos(); // Returns the current players corpse's X,Y,Z values if the player is dead. bool IsUnitLootable(WoWUnit Unit); // Returns true if the passed Unit is lootable. bool IsInWorld(); // Returns true if the client is in-game IE not in a loading screen etc. int FreeBagSpace(); // returns the current free bag space of the player. bool HasSpell(int SpellID); // Returns true if the players Spell book contains the passed spell ID. string GetLastMessage(); // Returns the last error message displayed in-game IE "you are facing the wrong way.". bool IsPointInWater(float x, float y, float z); // Loads Meshes. Returns True if the passed X,Y,Z values are in Water. WowUnit FindPlayerByName(String Name); // Returns the WoWUnit Player with the Passed Name. WowUnit FindUnitByName(string Name); // Return the WoWUnit Unit with the passed name. WowObject FindObjectByName(string Object); // Returns the WowObject Object with the passed Name. public NPCInfo(string name, int id, int Level, int Health, int zoneID, List<Vector3> spawns, int mapID) { Name = name; ID = id; level = Level; health = Health; ZoneID = zoneID; WSpawns = spawns; MapID = mapID; } NPCInfo GetNearestRepair(); // Returns the nearest Repair vendor according to the Database. NPCInfo GetNearestVendor(); // Returns the nearest Sell Vendor according to the Database. NPCInfo GetNearestClassTrainer(); // Returns the nearest player class trainer according to the Database. BlackListRepairVendorByName(string RepairVendorName); // Blacklists the passed RepairVendor name (it wont be consider when querying the Database for nearest Repair vendor.) RemoveBlackListedRepairVendorByName(string RepairVendorName); // Removes the passed Repair Vendor Name from the blacklist. BlackListSellVendorByName(string Name); // Blacklists the passed Sell Vendor by name. (The vendor will not be considered when querying the Database by GetNearestVendor()) RemoveBlackListedSellVendorByName(); // Removes the passed Sell Vendor Name from the blacklist. bool ItemHasEnch(int Slot, string Name); // Checks if the players equipment slot has the passed ench name. public enum EquipmentSlot { Head = 0, Neck = 1, Shoulder = 2, Shirt = 3, Chest = 4, Waist = 5, Legs = 6, Feet = 7, Wrist = 8, Hands = 9, Ring1 = 10, Ring2 = 11, Trinket1 = 12, Trinket2 = 13, Back = 14, MainHand = 15, OffHand = 16, Extra = 17, Tabard = 18, Maximum = 19 } // Find Ench names here : // https://wago.tools/db2/SpellItemEnchantment?build=1.15.1.53623&filter[Name_lang]=fish&page=1 int GetCreatureType(WoWUnit Unit); // Returns the CreatureType of the passed Unit. public enum CreatureType { None = 0, Beast = 1, Dragonkin = 2, Demon = 3, Elemental = 4, Giant = 5, Undead = 6, Humanoid = 7, Critter = 8, Mechanical = 9, NotSpecified = 10, Totem = 11, NonCombatPet = 12, GasCloud = 13, WildPet = 14, Aberration = 15 } bool IsUnitSkinnable(WowUnit Unit); // Returns true if the passed WowUnit is Skinnable. bool PopMessage(string Message); // Displays an information prompt with the passed Message. Edited April 22 by MrFade Link to comment Share on other sites More sharing options...
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