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How to add in several MobId's?

Megser

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I need to use an item on mobs but it can be done on several ones, but since they have different Id's... I've seen people do this in QB's but I don't want to intrude on "their" code by just copying the QB.

What would you recommend?
 
Mesger said:
I need to use an item on mobs but it can be done on several ones, but since they have different Id's... I've seen people do this in QB's but I don't want to intrude on "their" code by just copying the QB.

What would you recommend?
Upgrading the existing behaviors to support multi-mob targets has been on Kick's QQ Blogpost for a while. The last time we discussed this, there was some disagreement whether the attribute should be MobIds="123, 456, 789", or MobId1="123" MobId2="456" MobIdN="780". The former is apparently easier to use for cut-n-pasting by profile writers, but the latter is XML-conformant. If Apoc weighed in on the issue, it would definitely be the latter. :)

Since the WoW 4.1 drop, there is now a new "Group Id" that mobs can belong to, and Raphus suggested that would be more appropriate than discrete MobIds.

Modifying the existing behaviors to support multiple mobs is on the list of "things to do". But, I think everyone that can do it, and get it checked into the proper SVN repository, is overloaded atm.

I'm sure you are most welcome to take any of the HB-shipped behaviors, and alter them to your needs. But, when the behaviors are finally modified, they may not agree with the way you chose to solve the problem, and you should probably be prepared for some minor changes in any profiles you write if that happens.


cheers,
chinajade
 
Last edited:
Thanks Chinajade, but now it seems to ignore the "NpcState"? I choose it to be 'alive' but it kills them and THEN uses the object...

I'm trying to do "Waptor Twapping".
 
Mesger said:
Thanks Chinajade, but now it seems to ignore the "NpcState"? I choose it to be 'alive' but it kills them and THEN uses the object...

Hazarding a guess, you probably don't want NpcState="Alive", but instead want NpcState="BelowHp" and HpLeftAmount="15" or so. HpLeftAmount needs to be renamed (we missed it in our first sweep of fixing behaviors), as it represents a percentage, not an absolute value.

With NpcState="Alive", my guess at what you're seeing is that UseItemOn attempts to use the item on the Alive mob right off the bat, and fails. Then just proceeds to kill the mob. When the mob is dead, the item use succeeds since the hitpoints on the mob are now 'right'; however, no progress credit is given since the mob is dead.

cheers,
chinajade
 
Hazarding a guess, you probably don't want NpcState="Alive", but instead want NpcState="BelowHp" and HpLeftAmount="15" or so. HpLeftAmount needs to be renamed (we missed it in our first sweep of fixing behaviors), as it represents a percentage, not an absolute value.

With NpcState="Alive", my guess at what you're seeing is that UseItemOn attempts to use the item on the Alive mob right off the bat, and fails. Then just proceeds to kill the mob. When the mob is dead, the item use succeeds since the hitpoints on the mob are now 'right'; however, no progress credit is given since the mob is dead.

cheers,
chinajade

That's not the case chinajade. Not for this quest.
I myself had a struggle with it, make sure you provide a distance argument for the UseItemOn CB, and make it larger then the pull distance.

Another option is to run a UserSettings CB just b4 the UseItemOn and set a pull distance at 1. If it engages combat, it will never place the trap.

And you'll also run into trouble collecting the trapped raptor after doing the above task. Sometimes it fails to trap the raptor and you'll get stuck trying to collect something that will never spawn.

But I'll leave it up to you to handle it.
 
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