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  1. #1
    ShoniShilent's Avatar Member
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    Skinnable?

    i noticed that this was posted:

    UNIT_DYNAMIC_FLAGS=0x278, {
    01: has loot
    02: ???
    04: locked to a player
    08: locked to you
    }



    thank you to whomever posted that. However, i see that there is no flag for skinnable. a dead animal that is has been looted but is still skinnable is just shown as 12 (4 + . is there some other flag or offset that can be used?

    best,
    Cal

    Skinnable?
  2. #2
    KOS0937's Avatar Member
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    It's not in that variable, it's in
    Code:
    unit_flags_0: 
    8: (from a) player
    10: totem?!
    40: elite? 
    800: fighing
    1000: in pvp
    8000: ???
    40000: immobile (player dead / stunned = C0000)
    80000:  in melee
    4000000: skinnable
    20000000: dazed

  3. #3
    ShoniShilent's Avatar Member
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    Originally Posted by KOS0937 View Post
    It's not in that variable, it's in
    Code:
    unit_flags_0: 
    8: (from a) player
    10: totem?!
    40: elite? 
    800: fighing
    1000: in pvp
    8000: ???
    40000: immobile (player dead / stunned = C0000)
    80000:  in melee
    4000000: skinnable
    20000000: dazed
    i realize i am probably becoming aggravating, but i just did a forum search for:

    unit_flags_0

    and nothing comes up but this thread. so i have no idea what struct this variable unit_flags_0 is part of?

    is it part of:

    enum eUnitFields { offset: 2660?
    UNIT_FIELD_CHARM=0x0,
    UNIT_FIELD_SUMMON=0x8,
    UNIT_FIELD_CHARMEDBY=0x10,
    UNIT_FIELD_SUMMONEDBY=0x18,
    UNIT_FIELD_CREATEDBY=0x20,
    UNIT_FIELD_TARGET=0x28,
    UNIT_FIELD_PERSUADED=0x30,
    UNIT_FIELD_CHANNEL_OBJECT=0x38,
    UNIT_FIELD_HEALTH=0x40,
    UNIT_FIELD_POWER1=0x44,
    UNIT_FIELD_POWER2=0x48,
    UNIT_FIELD_POWER3=0x4C,
    ETC
    ETC
    }

    which has

    UNIT_FIELD_FLAGS=0xA0,
    UNIT_FIELD_FLAGS_2=0xA4,

    and

    UNIT_NPC_FLAGS=0x288,

    is it one of those? if not, what struct holds this variable?

    thanks again for the reply, just need a little more clarification.

    EDIT-- i figured it out. it's the UNIT_FIELD_FLAGS=0xA0, of the eUnitFields struct. the only shame of it is that the skinnable flag does not happen until the unit is dead and looted. so you can't specifically target skinnable units, you can only determine if they are skinnable after killing them and looting them. is there another way or is this it? thanks again for the info-

    also, is there a way to skin without looting (just for info). or is there a way to remove the loot without picking it up and then skinning?

    thanks-
    Last edited by ShoniShilent; 05-31-2008 at 01:36 AM.

  4. #4
    KOS0937's Avatar Member
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    yes i'm sorry, it's UNIT_FIELD_FLAGS... i renamed it in my code ^^
    unfortunately you can't skinn a mob without killing and looting it first and i doubt there will be a way to determin whether you will be able to skin them lateron, so you'll just have to stick with this.

    My guess is, that you are only walking around some waypoints anyways, so why not create a list of mobs the bot is supposed to attack? Look at the zolobot, whenever the player clicks "add mob", the bot will store the current targets OBJECT_FIELD_ENTRY value and will only target those mobs while botting..

  5. #5
    Xarg0's Avatar Member
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    I'm quite sure that there's a way to check if you can skinn a corpse
    enum eCorpseFields {
    CORPSE_FIELD_OWNER=0x18,
    CORPSE_FIELD_FACING=0x20,
    CORPSE_FIELD_POS_X=0x24,
    CORPSE_FIELD_POS_Y=0x28,
    CORPSE_FIELD_POS_Z=0x2C,
    CORPSE_FIELD_DISPLAY_ID=0x30,
    CORPSE_FIELD_ITEM=0x34,
    CORPSE_FIELD_BYTES_1=0x80,
    CORPSE_FIELD_BYTES_2=0x84,
    CORPSE_FIELD_GUILD=0x88,
    CORPSE_FIELD_FLAGS=0x8C,
    CORPSE_FIELD_DYNAMIC_FLAGS=0x90,
    CORPSE_FIELD_PAD=0x94,
    TOTAL_CORPSE_FIELDS=38
    };
    This is the corpse struct from wowdev wiki, CORPSE_FIELD_FLAGS should have the skinning flag set if it's skinable.
    I guess that's what isxwow uses for it's skinable method.
    But creating a white list of mobs to attack by mob id is also a nice way to deal with this problem, as you could save if a specific mob is skinable or not.
    You could also use a completed mob db with spawn locations and stuff like that, from a blizz like private server and create a non waypoint bot that kills specific mobs for quests, of course you'd need a good navigation system to do something like that, if that sounds interesting to you, take a look at ppathers source code at codegoogle, it's a extension for Glider Elite and written in csharp.
    I hacked 127.0.0.1

  6. #6
    ShoniShilent's Avatar Member
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    thanks for the replies. i will look at the corpse_field_flags, but i don't understand when this field would get set. for instance when i kill a wolf, it still places a

    enum eUnitFields

    for the dead wolf in the object fields.


    is a corpse field from eCorpseFields also created for the same wolf?

    lots of good info in this thread-

    thanks!

  7. #7
    KOS0937's Avatar Member
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    I think that the eCorpseFields is only for your own corpse while in ghost mode. I've not checked this so far, but it seems propable.

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