Open mvort opened 7 years ago
Hi Echo,
I've just started leveling another feral druid and unfortunately those issues still occur. :( I had to make those changes in order to solve them partially:
Line 128:
async Task SkipCutscene()
{
await Coroutine.Wait(30 * 1000, () => StyxWoW.WoWClient.IsCinematicPlaying);
Lua.DoString("MovieFrame:StopMovie(); CinematicFrame_CancelCinematic(); StopCinematic();");
await Coroutine.Wait(30 * 1000, () => !StyxWoW.WoWClient.IsCinematicPlaying);
}
Line 261:
<DisableBehavior Name="Pull" />
<Code File="InteractWith" MobId="250641" PreInteractMountStrategy="Dismount" ProactiveCombatStrategy="ClearMobsThatWillAggro" NumOfTimes="2" InteractBlacklistTimeInSeconds="1" X="2047.347" Y="5372.541" Z="47.30041" />
<Code File="InteractWith" MobId="250638" PreInteractMountStrategy="Dismount" ProactiveCombatStrategy="ClearMobsThatWillAggro" NumOfTimes="2" InteractBlacklistTimeInSeconds="1" X="2068.309" Y="5444.192" Z="47.3004" />
Reduces combat when mobs are in path (char died several times due to too many mobs being pulled)
Line 276:
<MoveTo X="2245.052" Y="5355.108" Z="37.02452" />
<DisableBehavior Name="Combat" />
<While Condition="!Me.HasAura(768)" >
<!-- Player must be in cat form to interact with this next object. -->
<Code File="RunCode" Code="SpellManager.Cast(768);" />
<Code File="WaitTimer" WaitTime="1000" />
</While>
<Code File="InteractWith" WaitTime="6000" NumOfTimes="10" MobId="250824" InteractBlacklistTimeInSeconds="1" X="2252.76" Y="5352.203" Z="36.24648" TerminateWhen="Me.InVehicle" />
When jumping over gate and aggroing mob, Singular tries to walk back although passage is still blocked.
Although those lines reduce some issues, char still tries to run back after jumping over gate. :(
Stage 2 - Clears all mobs, loses lot of time I replaced ProactiveCombatStrategy="ClearAll" with ProactiveCombatStrategy="ClearMobsThatWillAggro" as char died some times while trying to kill all mobs
Stage 3 - Char ignores killing unit and tries to run through blocked passage Maybe a WaitTimer after interacting with TerminateWhen="!Me.InVehicle" would solve this?
Stage 6 - Char ignores killing and tries to walk out of cave Maybe some tweaking to make sure cutscene has been skipped