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check targets health

h4xxor

New Member
Joined
Sep 18, 2012
Messages
445
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hello
i writting a quest profile.
how can i check targets health
in % and in healthpoints

<if Condition="(target's health) &gt; 1"
do some stuff
</if>

@mod pls do not close and say to writte in support section. it is not an support issue
greetings
 
oh and targets name is also what i want to know
if condition targets name= xxx
 
hello
i writting a quest profile.
how can i check targets health
in % and in healthpoints

<if Condition="(target's health) > 1"
do some stuff
</if>

@mod pls do not close and say to writte in support section. it is not an support issue
greetings


Code:
#region Summary and Documentation
// QUICK DOX:
//  This behavior locates MOBID on the HUNTINGGROUNDS.  Once the mob is located,
//  the behavior will:
//      1) Target the mob,
//      2) Close to within MOVEWITHMAXRANGEOFMOB
//      3) Terminate (with the target still selected)
//
//  If the requested mob(s) could not be locate, the toon's "current target" is cleared.
//  This enables the profile writer to conditionally perform subsequent actions
//  similar to the following:
//      <If Condition="(Me.CurrentTarget != null) &amp;&amp; (Me.CurrentTarget.Entry == 12345)">
//          <!-- whatever -->
//
//  The behavior is necessary because there is no locale-independent method of
//  selecting a target in the WoWclient LUA.
//
// BEHAVIOR ATTRIBUTES:
// *** ALSO see the documentation in QuestBehaviorBase.cs.  All of the attributes it provides
// *** are available here, also.  The documentation on the attributes QuestBehaviorBase provides
// *** is _not_ repeated here, to prevent documentation inconsistencies.
//
// Basic Attributes:
//      MobIdN [at least one FactionIdN or one MobIdN is REQUIRED]
//          Identifies the mobs on which the targeting should take place.
//          The MobIdN can represent either an NPC (WoWUnit).
//          Although a MobIdN can specify a WoWObject, WoWObjects are not
//          targetable by the WoWclient.
//
// Optional Target Qualifiers:
//      [COLOR="#FF0000"]TargetOnlyIfHealthPercentAbove [optional; Default: 0.0]
//          This attribute qualifies a target that fulfills the MobIdN selection.
//          The target must have a HealthPercent AT or ABOVE the value specified
//          for this attribute to be considered a qualified target.
//      TargetOnlyIfHealthPercentBelow [optional; Default: 100.0]
//          This attribute qualifies a target that fulfills the MobIdN selection.
//          The target must have a HealthPercent AT or BELOW the value specified
//          for this attribute to be considered a qualified target.[/COLOR]
//      TargetOnlyIfMobHasAuraIdN [optional; Default: none]
//          This attribute qualifies a target that fullfills the MobIdN or FactionIdN selection.
//          The target *must* possess an aura that matches one of the defined 
//          TargetOnlyIfMobHasAuraIdN, in order to be considered a qualified target.
//      TargetOnlyIfMobMissingAuraIdN [optional; Default: none]
//          This attribute qualifies a target that fullfills the MobIdN or FactionIdN selection.
//          The target must *not* possess an aura that matches one of the defined 
//          TargetOnlyIfMobMissingAuraIdN, in order to be considered a qualified target.
//
// Tunables:
//      IgnoreLoSToTarget [optional; Default: false]
//          If true, the behavior will not consider Line of Sight when trying to interact
//          with the selected target.
//      MoveWithinMaxRangeOfMob [optional; Default: 30.0]
//          Defines the maximum range at which the toon should be from the selected target
//          before the behavior terminates.
//          If the toon is out of range, the toon will be moved within this distance
//          of the mob.
//      WaitForNpcs [optional; Default: true]
//          This value affects what happens if there are no MobIds in the immediate area.
//          If true, the behavior will move to the next hunting ground waypoint, or if there
//          is only one waypoint, the behavior will stand and wait for MobIdN to respawn.
//          If false, and the behavior cannot locate MobIdN in the immediate area, the behavior
//          considers itself complete.
//      X/Y/Z [optional; Default: toon's current location when behavior is started]
//          This specifies the location where the toon should loiter
//          while waiting to interact with MobIdN.  If you need a large hunting ground
//          you should prefer using the <HuntingGrounds> sub-element, as it allows for
//          multiple locations (waypoints) to visit.
//          This value is automatically converted to a <HuntingGrounds> waypoint.
//
// BEHAVIOR EXTENSION ELEMENTS (goes between <CustomBehavior ...> and </CustomBehavior> tags)
// See the "Examples" section for typical usage.
//      HuntingGrounds [optional; Default: none]
//          The HuntingGrounds contains a set of Waypoints we will visit to seek mobs
//          that fulfill the quest goal.  The <HuntingGrounds> element accepts the following
//          attributes:
//              WaypointVisitStrategy= [optional; Default: Random]
//              [Allowed values: InOrder, PickOneAtRandom, Random]
//              Determines the strategy that should be employed to visit each waypoint.
//              Any mobs encountered while traveling between waypoints will be considered
//              viable.  The Random strategy is highly recommended unless there is a compelling
//              reason to otherwise.  The Random strategy 'spread the toons out', if
//              multiple bos are running the same quest.
//              The PickOneAtRandom strategy will only visit one waypoint on the list
//              and camp the mobs from the single selected waypoint.  This is another good tactic
//              for spreading toons out in heavily populated areas.
//          Each Waypoint is provided by a <Hotspot ... /> element with the following
//          attributes:
//              Name [optional; Default: X/Y/Z location of the waypoint]
//                  The name of the waypoint is presented to the user as it is visited.
//                  This can be useful for debugging purposes, and for making minor adjustments
//                  (you know which waypoint to be fiddling with).
//              X/Y/Z [REQUIRED; Default: none]
//                  The world coordinates of the waypoint.
//              Radius [optional; Default: 10.0]
//                  Once the toon gets within Radius of the waypoint, the next waypoint
//                  will be sought.
//
// THINGS TO KNOW:
// * Profiles do not run while in combat!
//      Thus, this behavior is only useful when you can arrange to run it in out-of-combat
//      situations.
//
// * Watch your PullDistance!
//      Consider the following unexpected scenario with a typical pull distance of 25...
//      1) The behavior runs, locates target 12345, moves to within 30 yards, and terminates
//      2) Honorbuddy decides to 'pull' a mob at 25 yards, and changes the target that
//          was just chosen
//      3) Honorbuddy kills the selected target, and may leave the dead mob selected,
//          or it may clear the target.
//      4) Honorbuddy runs the next statement in the profile, but the mob is not the
//          one that was selected by the behavior, thus the <If> yields unexpected results.
//
#endregion


#region Examples
// EXAMPLE:
//      <CustomBehavior File="TargetAndMoveToMob" MobId="12345" >
//          <HuntingGrounds>
//              <Hotspot X="123.0" Y="234.0" Z="345.0" />
//              <Hotspot X="543.0" Y="432.0" Z="321.0" />
//          </HuntingGrounds>
//      </CustomBehavior>
//      <If Condition="(Me.CurrentTarget != null) &amp;&amp; (Me.CurrentTarget.Entry == 12345)">
//          <!-- ...do something with selected target... -->
//      </If>

TargetAndMoveToMob.cs questbehavior
 
hay
thanks botanist but this is not what i was looking for.
what i want is if targets life is greater then 100% run a makro
 
Make this a plugin instead.. it would be much easier..

Code:
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using System.Linq;
using System.Net;
using System.Runtime.InteropServices;
using System.Text;
using System.Threading;
using System.Xml.Linq;

// HB Stuff
using Styx;
using Styx.Helpers;
using Styx.Plugins;
using Styx.WoWInternals;
using Styx.WoWInternals.WoWObjects;
using Styx.TreeSharp;

namespace CastonHp
{
    public class CastonHp : HBPlugin
    {
        #region Globals

        public override string Name { get { return "Cast on Hp"; } }
        public override Version Version { get { return new Version(1, 0, 0, 1); } }
        public override string ButtonText { get { return "Settings"; } }
        public override bool WantButton { get { return false; } }
        private static LocalPlayer Me { get { return StyxWoW.Me; } }

        public int CastPercent = 100; // Cast on HP %

        #endregion


        public override void Pulse()
        {
            while (Me.Combat)
            {
                if (Me.Currenttarget.HealthPercent < CastPercent)
                {
                    SpellManager.Cast("?????????");
                    SpellManager.Cast("?????????");
                    SpellManager.Cast("?????????");
                }
            }

        }
    }

}
 
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