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  1. #10441
    Deva's Avatar Master Sergeant
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    Originally Posted by Xelper View Post
    Have a few interesting things coming down soon.. It will be for live only because it requires extra offsets and it is still a WIP, but profile writers should be able to beta test it. Hopefully have a beta (PQR, not MOP) release out tonight.

    New functions:
    PQR_BehindTarget() - Are you behind the target (out of parry range, able to shred/backstab). Returns true or false.
    PQR_FacingTarget() - Are you facing your target (able to cast at them). Returns true or false.

    These will only be for Target for the time being. I may implement them for other common units like focus and mouseover eventually. What is unique about these is that they do not require scraping the red message on the screen to detect if you are actually behind the target or facing the target, they just work.

    I want to eventually add the following, but they will not be in tonight's beta version:

    PQR_EnemiesAroundPlayer(yards)
    PQR_EnemiesAroundTarget(yards)
    PQR_FriendlyUnitsAroundPlayer(yards)
    PQR_FriendlyUnitsAroundTarget(yards)
    Xelper... not even joking... that also made me excited.

    With this on the horizon, I am slightly delaying my resto profile release, 'cause the latter two will clean it up immensely.
    Deva == a9058727

    [BETA] PQRotation - an automated ability priority queue.
  2. #10442
    bu_ba_911's Avatar Elite User
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    Originally Posted by onya View Post
    yeah the only thing i was thinking of doing different was saving the guid in the table so it would handle people being moved from group to group.
    i believe it is saved in the table isn't it?

    what i did was create the Table by inserting the Characters GUID into it...

    then when we cycle that table we just add in the other information into the same area so it's linked

    Originally Posted by onya View Post
    The problem is GetPlayerMapPosition() doesn't work on enemies, and i had such grand plans for auto switching chain lightning code...
    the sheuron code i was talking about was EnemiesInFront() or w/e

    what it did was TargetNextEnemy until your original targets GUID matches up with Current Target again... and that is the number of people in front of u...

    only thing it did poorly was also target some people shortly behind u as well... so combine the two codes and it should be exactly what i was looking for
    ^0^Team Nova's PQR NCC ^0^

    If you think someone did something good, take the time to show your appreciation!

  3. #10443
    ironclock's Avatar Private
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    does anyone have a dk frost pve and a druid balance xml profile to download from URL

  4. #10444
    Xelper's Avatar ★ Elder ★
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    PQR 2.1.3 BETA - Do not use this unless you are a profile developer and want to test out the new functions.
    http://dl.dropbox.com/u/39925787/PQR...QR213_BETA.zip

    Do not run PQRUpdater or Download Offsets with this version. It will download old versions.

    New Functions:
    PQR_BehindTarget() - Are you behind your selected target true/false. (180 degrees behind)
    PQR_FacingTarget() - Are you facing your selected target true/false. (Target is within 180 degrees of your forward facing)
    PQR_DistanceTarget() - The distance to the target. This uses WoW's internal X/Y/Z and not yards.

    Note that these values are not updated the moment you change targets, so you can NOT do something like
    TargetUnit("raid1")
    if PQR_BehindTarget() then DO THIS else TargetUnit("raid2") etc. There is a slight delay in the update, somewhere along the lines of 10ms.

    After enabling PQR you can test it out using this script command:
    /script print("Behind: ", PQR_BehindTarget(), ". Facing: ", PQR_FacingTarget(), ". Distance", PQR_DistanceTarget())

    This uses new offsets, which are not in the existing MOP beta offset release. I will release a generic MOP beta offset tomorrow for the current release version then eventually update the offsets for 2.1.3.


    Please let me know of any issues, there are some major changes in place to make all of this work. Note not having a target will not cause the info to reset, and instead freeze the info at what it was last this is intended for the time being.
    Last edited by Xelper; 04-27-2012 at 10:07 PM.

  5. #10445
    bu_ba_911's Avatar Elite User
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    ty, mid raid right now....

    will test afterwards XD

    hurray for H Yor kill rawr
    ^0^Team Nova's PQR NCC ^0^

    If you think someone did something good, take the time to show your appreciation!

  6. #10446
    sheuron's Avatar Knight-Champion
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    Originally Posted by Xelper View Post
    PQR 2.1.3 BETA - Do not use this unless you are a profile developer and want to test out the new functions.
    http://dl.dropbox.com/u/39925787/PQR...QR213_BETA.zip

    Do not run PQRUpdater or Download Offsets with this version. It will download old versions.

    New Functions:
    PQR_BehindTarget() - Are you behind your selected target true/false. (180 degrees behind)
    PQR_FacingTarget() - Are you facing your selected target true/false. (Target is within 180 degrees of your forward facing)
    PQR_DistanceTarget() - The distance to the target. This uses WoW's internal X/Y/Z and not yards.

    Note that these values are not updated the moment you change targets, so you can NOT do something like
    TargetUnit("raid1")
    if PQR_BehindTarget() then DO THIS else TargetUnit("raid2") etc. There is a slight delay in the update, somewhere along the lines of 10ms.

    After enabling PQR you can test it out using this script command:
    /script print("Behind: ", PQR_BehindTarget(), ". Facing: ", PQR_FacingTarget(), ". Distance", PQR_DistanceTarget())

    This uses new offsets, which are not in the existing MOP beta offset release. I will release a generic MOP beta offset tomorrow for the current release version then eventually update the offsets for 2.1.3.


    Please let me know of any issues, there are some major changes in place to make all of this work. Note not having a target will not cause the info to reset, and instead freeze the info at what it was last this is intended for the time being.
    Done some testing on ragefire chasm

    PQR_FacingTarget() seem work flawless

    PQR_BehindTarget() not working properly. When you aggro a mob and he attacks you return false, but if you walk through him, the mob turn to keep attacking you but function keep return false until mob moves. i guess that happend because you checking mob position and mob didnt moved, just turn around.

    PQR_DistanceTarget() always return nil

    BTW, this new thing you using to get enemy player position could be used to track nearby mines, herbs, etc...? That would make possible create gathering profiles
    Last edited by sheuron; 04-27-2012 at 10:47 PM.
    [ Sheuron PQR Profiles Pack ] https://goo.gl/lfAMC
    If you like this piece of code feel free to invite me a beer making a donation.
    My paypal account: [email protected]

  7. #10447
    machajr's Avatar Member
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    hey i m just looking for perfect fury profile but i cant find it.i tried lots of them . so do u have any advice for me ?

  8. #10448
    sheuron's Avatar Knight-Champion
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    Originally Posted by machajr View Post
    hey i m just looking for perfect fury profile but i cant find it.i tried lots of them . so do u have any advice for me ?
    Every profile is perfect from his creator's point of view. If you need a profile to match your playstyle you will need to create it yourself.
    [ Sheuron PQR Profiles Pack ] https://goo.gl/lfAMC
    If you like this piece of code feel free to invite me a beer making a donation.
    My paypal account: [email protected]

  9. #10449
    ipass's Avatar Member
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    @Crystal_tech
    I was wondering if this is possible with the hunters Disengage Spell?
    For example when a warrior starts the charge or a rogue uses sprint toward you..the disengage will be used asap:P

    please check out this ty:P

    local MAJOR_VERSION = "Threat-1.0"
    local MINOR_VERSION = tonumber(("$Revision: 41486 $"):match("%d+"))

    if MINOR_VERSION > _G.ThreatLib_MINOR_VERSION then
    _G.ThreatLib_MINOR_VERSION = MINOR_VERSION
    end

    local _, c = _G.UnitClass("player")
    if c ~= "HUNTER" then return end

    ThreatLib_funcs[#ThreatLib_funcs+1] = function()

    local _G = _G
    local tonumber = _G.tonumber
    local getmetatable = _G.getmetatable

    local AceLibrary = _G.AceLibrary

    local ThreatLib = _G.ThreatLib

    local BS = AceLibrary("Babble-Spell-2.2")
    local Hunter = ThreatLib:GetModule("ClassCore"):NewModule(c)

    local distractThreatAmounts = {110, 160, 250, 350, 465, 600, 900}
    local disengageThreatAmounts = {-140, -280, -405, -545}
    local FDString

    function Hunter:ClassInit()
    self.className = "HUNTER"

    -- CastHandlers
    self.CastHandlers[BS["Distracting Shot"]] = self.DistractingShot
    self.CastHandlers[BS["Disengage"]] = self.Disengage

    self.CastHandlers[BS["Feign Death"]] = self.FeignDeath

    -- ClassBuffs
    self.ClassBuffs[BS["Misdirection"]] = self.MisdirectionBuff


    -- Needed for FD. Ugly as hell, but it works.
    FDString = BS["Feign Death"]
    self:RegisterEvent("UNIT_SPELLCAST_SENT")
    self:RegisterEvent("UI_ERROR_MESSAGE")
    -- ERR_FEIGN_DEATH_RESISTED
    end

    function HunteristractingShot(rank)
    local ranknum = tonumber(rank:match("%d+"))
    self:AddTargetThreat(distractThreatAmounts[ranknum] * self:threatMods())
    end

    function Hunterisengage(rank)
    local ranknum = tonumber(rank:match("%d+"))
    self:AddTargetThreat(disengageThreatAmounts[ranknum] * self:threatMods())
    end

    -- Feign is a rather unique case. It's cast on all targets, but may be resisted by any one target. There is no combat log message - only an error event with ERR_FEIGN_DEATH_RESISTED from GlobalStrings
    -- ERR_FEIGN_DEATH_RESISTED always happens before SPELLCAST_SUCCESSFUL, so we "prime" FD when we get SENT, then invalidate it if we get a resist, let it through otherwise.
    -- The net effect is that a resist on any one target invalidates the threat reset on all targets, but we can't help that since we don't have target data on who resisted
    local FeignDeathPrimed = false
    function Hunter:FeignDeath()
    if FeignDeathPrimed then
    FeignDeathPrimed = false
    self:_reduceAllThreat(0)
    ThreatLibebug("Running FD, clearing threat!")
    end
    end

    function Hunter:UNIT_SPELLCAST_SENT(arg1, arg2, arg3, arg4)
    if arg1 == "player" and arg2 == FDString then
    ThreatLibebug("FD is primed!")
    FeignDeathPrimed = true
    elseif arg1 == "player" then
    -- call prototype's :UNIT_SPELLCAST_SENT
    getmetatable(self).__index.UNIT_SPELLCAST_SENT(self, arg1, arg2, arg3, arg4)
    end
    end

    function Hunter:UI_ERROR_MESSAGE(arg1)
    if arg1 == ERR_FEIGN_DEATH_RESISTED then
    ThreatLibebug("Canceling FD!")
    FeignDeathPrimed = false
    end
    end

    function Hunter:MisdirectionBuff(action, rank, apps)
    -- Previous implementation was a bit too clever :P
    if action == "lose" then
    ThreatLibebug("Lost Misdirection")
    self:RedirectThreatTo(nil)
    elseif action == "gain" then
    ThreatLibebug("Gained misdirection, target is %s", self.currentTarget)
    self:RedirectThreatTo(self.currentTarget)
    end
    end

    table.insert(ThreatLib.UpvalueFixers, function(lib)
    ThreatLib = lib
    Hunter = ThreatLib:GetModule("ClassCore"):GetModule(c)
    end)

    end

    ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

    And this for pets attack..

    local MAJOR_VERSION = "Threat-1.0"
    local MINOR_VERSION = tonumber(("$Revision: 41459 $"):match("%d+"))

    if MINOR_VERSION > _G.ThreatLib_MINOR_VERSION then
    _G.ThreatLib_MINOR_VERSION = MINOR_VERSION
    end

    ThreatLib_funcs[#ThreatLib_funcs+1] = function()

    local _G = _G
    local tonumber = _G.tonumber
    local pairs = _G.pairs

    local UnitName = _G.UnitName
    local UnitAffectingCombat = _G.UnitAffectingCombat
    local GetPetActionInfo = _G.GetPetActionInfo

    local AceLibrary = _G.AceLibrary

    local ThreatLib = _G.ThreatLib

    -- local _, c = _G.UnitClass("player")
    -- We'll let it load for everyone, because sometimes non-hunter/locks get pets.
    -- if c ~= "HUNTER" and c ~= "WARLOCK" then return end
    local c = "PET"
    local new, del, newHash, newSet = ThreatLib.new, ThreatLib.del, ThreatLib.newHash, ThreatLib.newSet

    local BS = AceLibrary("Babble-Spell-2.2")
    local Aura = AceLibrary("SpecialEvents-Aura-2.0")
    local Pet = ThreatLib:GetModule("ClassCore"):NewModule(c)

    -- Most of theses data come from KTM's pet module
    local skillData = {
    -- Scaling skills
    [BS["Growl"]] = {
    rankLevel = { 1, 10, 20, 30, 40, 50, 60, 70},
    rankThreat = {50, 65, 110, 170, 240, 320, 415, 664},
    apBaseBonus = 1235.6,
    apLevelMalus = 28.14,
    apFactor = 5.7,
    },
    [BS["Anguish"]] = {
    rankLevel = { 50, 60, 69},
    rankThreat = {300, 395, 632},
    apBaseBonus = 109,
    apLevelMalus = 0,
    apFactor = 0.698,
    },
    [BS["Torment"]] = {
    rankLevel = {10, 20, 30, 40, 50, 60, 70},
    rankThreat = {45, 75, 125, 215, 300, 395, 632},
    apBaseBonus = 123,
    apLevelMalus = 0,
    apFactor = 0.385,
    },
    [BS["Suffering"]] = {
    rankLevel = { 24, 36, 48, 60, 63, 69},
    rankThreat = {150, 300, 450, 600, 645, 885},
    apBaseBonus = 124,
    apLevelMalus = 0,
    apFactor = 0.547,
    },

    -- I think that Intimidation scales, but I don't have any scaling data on it
    [BS["Intimidation"]] = {
    rankThreat = {580}
    },

    -- Unscaling skills
    [BS["Cower"]] = {
    rankThreat = {-30, -55, -85, -125, -175, -225, -360},
    },
    [BS["Cleave"]] = {
    rankThreat = {0, 0, 0, 0, 100, 130},
    },
    [BS["Soothing Kiss"]] = {
    rankThreat = {-45, -75, -127, -165, -275},
    },
    }

    local petAPThreshold = 0

    local skillRanks = {}

    function Pet:InitHooks()
    self:RegisterEvent("LOCALPLAYER_PET_RENAMED")
    self:RegisterEvent("UNIT_NAME_UPDATE")
    self:RegisterEvent("UNIT_PET")
    end

    function Pet:ClassInit()
    -- CastHandlers
    self.petName = UnitName("pet")
    self.isPetModule = true
    self.unitType = "pet"

    local playerClass = select(2, UnitClass("player"))
    self.petScaling = (playerClass == "HUNTER") or (playerClass == "WARLOCK")

    local function castHandler(self, rank, name) self:AddSkillThreat(name, rank) end
    for name in pairs(skillData) do
    self.CastHandlers[name] = castHandler
    end

    for k, v in pairs(skillRanks) do
    skillRanks[k] = nil
    end
    self.skillRanks = skillRanks

    self:ScanPetSkillRanks()
    self:RegisterEvent("PET_BAR_UPDATE", "ScanPetSkillRanks")
    self:RegisterEvent("UNIT_HEALTH")
    end

    function Pet:ScanPetSkillRanks()
    for i = 1,10 do
    local name, rank = GetPetActionInfo(i)
    if skillData[name] then
    self.skillRanks[name] = rank
    end
    end
    end

    function Pet:AddSkillThreat(name, rank)
    rank = rank or self.skillRanks[name] or "1"
    local rankNum = tonumber(rank:match("%d+"))
    local skill = skillData[name]
    local rankLevel = skill.rankLevel
    local rankThreat = skill.rankThreat

    local threat, baseThreat = rankThreat[rankNum], rankThreat[rankNum]

    -- This could be optimized pretty heavily
    local petLevel = UnitLevel("pet")

    if skill.apFactor and petLevel then
    for i = 1, #rankLevel do
    if rankLevel[#rankLevel - i + 1] <= petLevel then
    rankNum = #rankLevel - i + 1
    break
    end
    end
    local baseThreat = rankThreat[rankNum]

    local baseAP, posAPBuff, negAPBuff = UnitAttackPower("pet");
    local petAP = baseAP + posAPBuff + negAPBuff;
    threat = threat + (max(0, petAP - (baseThreat + petLevel)) * skill.apFactor)
    end
    -- ThreatLibebug("Adding %s threat for %s, %s", threat, name, rank)
    if not threat then return end
    self:AddTargetThreat(threat * self:threatMods())
    end

    function Pet:LOCALPLAYER_PET_RENAMED()
    self.petName = UnitName("pet")
    end

    local function reinitme(self)
    ThreatLib:GetModule("ClassCore"):ToggleModuleActive(self, false)
    self:InitHooks()
    ThreatLib:GetModule("ClassCore"):ToggleModuleActive(self, true)
    ThreatLib:PARTY_MEMBERS_CHANGED()
    ThreatLib:PLAYER_ENTERING_WORLD()
    end

    function Pet:UNIT_PET(arg1)
    if arg1 == "player" then
    self.petName = UnitName("pet")
    -- ThreatLibebug("Pet changed. Pet is %s", self.petName)
    if self.petName then
    self:ScheduleEvent("ThreatReInitPetModule", reinitme, 0.5, self)
    else
    -- ThreatLibebug("Pet despawn, setting pet out of combat")
    self:PLAYER_REGEN_ENABLED()
    end
    end
    end

    function Pet:UNIT_NAME_UPDATE(arg1)
    if arg1 == "pet" then
    self.petName = UnitName("pet")
    if self.petName then
    self:ScheduleEvent("ThreatReInitPetModule", reinitme, 0.5, self)
    ThreatLib:PARTY_MEMBERS_CHANGED()
    end
    end
    end

    function Pet:UNIT_HEALTH(arg1)
    if arg1 == "pet" and UnitHealth(arg1) == 0 then
    -- Pet's dead!
    -- ThreatLibebug("Pet died, setting pet out of combat")
    self:PLAYER_REGEN_ENABLED()
    end
    end

    table.insert(ThreatLib.UpvalueFixers, function(lib)
    ThreatLib = lib
    Pet = ThreatLib:GetModule("ClassCore"):GetModule(c)
    end)

    end



    Thanks

    Ipass
    Last edited by ipass; 04-28-2012 at 12:31 AM.

  10. #10450
    Kinkeh's Avatar Established Member
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    Originally Posted by bu_ba_911 View Post
    ty, mid raid right now....

    will test afterwards XD

    hurray for H Yor kill rawr
    Grats , what class you running with? :P

  11. #10451
    Gabbz's Avatar Contributor
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    Originally Posted by crystal_tech View Post
    i need more info than that. did you use the rotation with widow venom or without?
    remove my profiles manually and reinstall them cause i did ds last night in norm mode without any problem.

    Just did a Ultra fight in LFR SV Hunter is working like it should
    Hmm strange it didnt work for me the entire run , had to reverse to your old profile will try again today and be back with result
    Looking for exploiters and botters to Elder Scrolls Online.

  12. #10452
    Xelper's Avatar ★ Elder ★
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    Originally Posted by sheuron View Post
    Done some testing on ragefire chasm

    PQR_FacingTarget() seem work flawless

    PQR_BehindTarget() not working properly. When you aggro a mob and he attacks you return false, but if you walk through him, the mob turn to keep attacking you but function keep return false until mob moves. i guess that happend because you checking mob position and mob didnt moved, just turn around.

    PQR_DistanceTarget() always return nil

    BTW, this new thing you using to get enemy player position could be used to track nearby mines, herbs, etc...? That would make possible create gathering profiles

    Yeah I can probably do something like HerbsNearby() (in gather range), etc.

    Can you try to restart WoW and try the command again? I downloaded the version I posted and it works fine:
    [09:38:16] Behind: false . Facing: true . Distance 20.783248209432

    The "BehindTarget" is interesting though, the rotation of the mob internally doesn't actually change when it faces a target (until it actually moves).. I might have to do something like if target IsPlayer use rotation, otherwise use facing to target's target.
    Last edited by Xelper; 04-28-2012 at 08:46 AM.

  13. #10453
    trikiej's Avatar Member
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    Anyone know who has a good enhancement shaman profile.

  14. #10454
    fluxflux's Avatar Knight
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    New offsets vor Beta Server are out?

  15. #10455
    FrostDKsFTW's Avatar Sergeant Major
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    Originally Posted by fluxflux View Post
    New offsets vor Beta Server are out?
    Not yet, I really should learn how to find them myself.

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