[Question] How to get Looting a Dead Mob Working now? menu

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  1. #1
    CrimeTime's Avatar Active Member
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    [Question] How to get Looting a Dead Mob Working now?

    Hello,
    since a quite time does World of Warcraft if you Killed a Mob clear's your Target so you cant get the CurrentTargetBase of the Dead Mob, is there a way to Cache the last Mob TargetBase from the Mob what did Attacked you?

    im Working with the Example Botbase from here: http://www.mmowned.com/forums/world-...e-4-0-1-a.html

    thanks in advanced.

    [Question] How to get Looting a Dead Mob Working now?
  2. #2
    Syltex's Avatar Sergeant Major
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    Originally Posted by CrimeTime View Post
    Hello,
    since a quite time does World of Warcraft if you Killed a Mob clear's your Target so you cant get the CurrentTargetBase of the Dead Mob, is there a way to Cache the last Mob TargetBase from the Mob what did Attacked you?

    im Working with the Example Botbase from here: http://www.mmowned.com/forums/world-...e-4-0-1-a.html

    thanks in advanced.
    Use object manger to search for the LastTargetGUID and use that base/pointer.

  3. #3
    CrimeTime's Avatar Active Member
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    did got it working now, i habe forgot to load the currenttargetbase :S

  4. #4
    amadmonk's Avatar Active Member
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    Why not just search for lootable objects and then loot them (based maybe upon some sorting like by distance, etc.)?

    You'd get better results.
    Don't believe everything you think.

  5. #5
    CrimeTime's Avatar Active Member
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    how to detect the Lootable Objects?

  6. #6
    Azzie2k8's Avatar Member
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    From http://www.mmowned.com/forums/world-...ructs-etc.html

    Originally Posted by CrimeTime View Post
    how to detect the Lootable Objects?
    Code:
            [Flags]
            private enum UnitDynamicFlags
            {
                None = 0,
                Lootable = 0x1,
                TrackUnit = 0x2,
                TaggedByOther = 0x4,
                TaggedByMe = 0x8,
                SpecialInfo = 0x10,
                Dead = 0x20,
                ReferAFriendLinked = 0x40,
                IsTappedByAllThreatList = 0x80,
            }
    and if you dont know how to access them it should be [[this + 0x8] + 0x61 * 4]

  7. #7
    amadmonk's Avatar Active Member
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    Yeah, basically, UnitDynFlags.Dead + UnitDynFlags.Lootable == ??? profit!

    Sort by distance, and loot each one in sequence (when everything else higher priority -- like killing monsters -- is complete).

    Edit: forgot to mention, using this algorithm also solves the problem of incomplete loots, where you don't loot everything (or anything) before the game closes the loot window. In this case, the mob will still show up as lootable, so you'll just try to loot him again. Essentially, this produces perfect loots, every time.
    Don't believe everything you think.

  8. #8
    CrimeTime's Avatar Active Member
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    the only thing with what im not sure is how to get the Location of the Lootable Object? because i see no Location at the UnitDynamicFlags.

  9. #9
    amadmonk's Avatar Active Member
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    Call the GetPosition virtual method.
    Don't believe everything you think.

  10. #10
    CrimeTime's Avatar Active Member
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    never heard from this Method, here is what i get if i Read
    Code:
    GetLootable = Memory.Read<UInt32>((BaseAddress + 0x8 + 0x61 * 4);
    = 418487660 is that right?

    if i use the Memory.BaseAddress is the Result = 4096
    Last edited by CrimeTime; 12-06-2010 at 06:14 PM.

  11. #11
    Azzie2k8's Avatar Member
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    Originally Posted by CrimeTime View Post
    never heard from this Method, here is what i get if i Read
    Code:
    GetLootable = Memory.Read<UInt32>((BaseAddress + 0x8 + 0x61 * 4);
    = 418487660 is that right?

    if i use the Memory.BaseAddress is the Result = 4096
    Are you Seriours ? First you are reading it wrong it is [ [this + 0x8] + 0x61 * 4] and not [this + 0x8 + 0x61 * 4]. Second you are just reading the flags, you still need to check if the lootable flag is set...

  12. #12
    CrimeTime's Avatar Active Member
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    im still use it in
    Code:
     [ [this + 0x8] + 0x61 * 4]
    did Post the wrong Code.

    so if i do it with Memory.BaseAddress is the Result = 4096
    if i use it with the ObjectBasebyGUID is the Result = 281931940

    i think there is something wrong or the offsets aint the newest.

  13. #13
    Azzie2k8's Avatar Member
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    Originally Posted by CrimeTime View Post
    im still use it in
    Code:
     [ [this + 0x8] + 0x61 * 4]
    did Post the wrong Code.

    so if i do it with Memory.BaseAddress is the Result = 4096
    if i use it with the ObjectBasebyGUID is the Result = 281931940

    i think there is something wrong or the offsets aint the newest.
    How you should be able to get the flags
    Code:
     [ [this + Descriptors] + DynamFlagsIndex * 4] & 0x1
    ...This will work as far as I can tell.

  14. #14
    CrimeTime's Avatar Active Member
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    and what is DynamFlagsIndex? the Lootable or the 0x1? and Descriptors??

    Please go more into the Details, i'm not very long in this business.
    Last edited by CrimeTime; 12-07-2010 at 12:58 PM.

  15. #15
    Azzie2k8's Avatar Member
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    Originally Posted by CrimeTime View Post
    and what is DynamFlagsIndex? the Lootable or the 0x1? and Descriptors??

    Please go more into the Details, i'm not very long in this business.
    Descriptors is where the Descriptor Fields begin aka this + 0x8.
    DynamicFlagsIndex is the Index within the Descriptors. so with inheritance and all it should be UNIT_DYNAMIC_FLAGS = 0x61 .

    so [[this + 0x8] + 0x61*4] should give you the flags and to check if it is actually lootable you just do [[this + 0x8] + 0x61*4] & Lootable Flag which is 0x1... if you dont know the & operator http://msdn.microsoft.com/en-us/libr...8VS.71%29.aspx

    Thats it I am out...
    Last edited by Azzie2k8; 12-07-2010 at 04:45 PM.

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