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If you’re trying to set up a .CFG for your new death knight to use with ZoloFighter, check this one out. Its working pretty well:

####################
# Profile Settings #
####################
maxreach=24
engage_dist=24
reach=3
DontStopWhenSelectTarget=1
mobLevelDiffUpper=4

foodPercent=0.40
###########
# Actions #
###########
################
# Pet Commands #
################
defact= act:RaiseDead slot:2 key:3 hassummon:n cooldown:1.5 js:checkRaiseDeadCooldown()
#defact= act:sendPet slot:ctrl key:1 cooldown:0.5 // useless
#####################
# Fighting Commands #
#####################
defact= act:BoneShield slot:2 key:2 cooldown:1.5 prevacttime:60
defact= act:DeathGrip slot:1 key:1 cooldown:1.5 prevacttime:25 js:checkDeathGrip()
defact= act:PlagueStrike slot:1 key:2 cooldown:1.5
defact= act:IcyTouch slot:1 key:3 cooldown:1.5 
defact= act:BloodStrike slot:1 key:4 cooldown:1.5
defact= act:ScourgeStrike slot:1 key:5 cooldown:1.5 js:checkScourgeStrike()
defact= act:DeathStrike slot:1 key:6 cooldown:1.5
defact= act:DeathCoil slot:1 key:7 cooldown:1.5 js:checkDeathCoil()
defact= act:Pestilence slot:1 key:8 cooldown:1.5 prevacttime:10 js:checkPestilence()
defact= act:Gargoyle slot:1 key:9 cooldown:1.5 prevacttime:180 js:checkGargoyle()
defact= act:fight key:t slot:key
###############
# Other Stuff #
###############
defact= act:approach predefined:approach distge:4 dist:4 approachcheck:checkTarget()
defact= act:reachCombat js:ReachCombatDistance()

defact= act:wait1s cooldown:1 distle:5
defact= act:lootapproach predefined:lootapproach distle:25 distge:5 dist:5
defact= act:loot predefined:loot distle:5

defact= act:food slot:2 key:4 cooldown:1
defact= act:mount slot:2 key:1
####################
# Combat Sequences #
####################
#############
# PreCombat #
#############
precombat= act:RaiseDead
precombat= act:BoneShield
precombat= act:fight
#precombat= act:sendPet // useless
precombat= act:DeathGrip 
precombat= act:approach
##########
# Combat #
##########
combatseq= act:approach
combatseq= act:PlagueStrike
combatseq= act:IcyTouch
combatseq= act:BloodStrike
combatseq= act:Pestilence
combatseq= act:ScourgeStrike
combatseq= act:DeathCoil
combatseq= act:Gargoyle
########
# Loot #
########
lootseq= act:lootapproach
lootseq= act:wait1s
lootseq= act:loot
lootseq= act:wait1s
###########
# Scripts #
###########
<script>

function checkDeathGrip(){
	var target = me.target;
	var distance = Math.sqrt(Math.pow(target.x-me.x,2)+Math.pow(target.y-me.y,2));
	if (distance < 0) distance * -1;
	if (distance > 5) {
		wowjs.wowLog("Mob is more than 5 yards away; Death Grip!");
		pulled = true;
		return true;
	}
	wowjs.wowLog("Mob is in melee range.");
	pulled = false;
	return false;
}

function checkDeathCoil() {
  if (me.runic >= 40) {
    wowjs.wowLog("DeathCoil!");
    return true;
   }
   return false;
}

function checkScourgeStrike() {
        var lifePrecent = me.health/me.maxhealth;
	if (lifePrecent < 0.6) {
          wowjs.wowLog("Do DeathStrike instead of ScourgeStrike!");
	  me.wowDoFightAction("DeathStrike");
          return false;
         }
         return true;
}

function checkPestilence() {
	var attacking = me.wowGetAttackingMobs();
	var attackingnumber = 0;
	var done = 0;
	var i = 0;
	while (done != 1) {
		if (attacking[i] != null) {
			attackingnumber++;
		}else{
			done = 1;
		}
		i++;
	}
	if (attackingnumber > 1) return true;
	return false;

}

function checkGargoyle() {
        var lifePrecent = me.health/me.maxhealth;
	if (lifePrecent > 0.5) return false;
        if (me.runic < 50) return false; 
	var attacking = me.wowGetAttackingMobs();
	var attackingnumber = 0;
	var done = 0;
	var i = 0;
	while (done != 1) {
		if (attacking[i] != null) {
			attackingnumber++;
		}else{
			done = 1;
		}
		i++;
	}
	if (attackingnumber > 1) return true;
	return false;

}

var RaiseDeadCooldown = 0;
function checkRaiseDeadCooldown() {
  var curTime = me.curTime;
  if (curTime - RaiseDeadCooldown > 300) {
    wowjs.wowLog("RaiseDead past 5min cooldown");
    RaiseDeadCooldown = curTime;
    return true;
  }
  return false;
}

function checkTarget()
{
   var mytarget = me.target;
   if (mytarget != null)
   {
      me.wowLog("checking my target " + mytarget.name);
      if (me.fighterMode=='BG')
      {
      me.wowLog("bg mode, attack all ");
      return true;
      }
      var target = mytarget.target;   
      if (target != null)
      {
         me.wowLog("checking my target is targeting " + target.name);
         var targetme = target.wowIsSameObj(me);
         var targetpet = target.wowIsSameObj(me.wowGetSummon());

         if (targetme || targetpet)
         {
            //if target me or pet, it is ok
            me.wowLog("he is attacking me");
            return true;
         }
         else
         {
            //abort fight
            me.wowAbortCurFight = true;
            me.wowLog("he is attacking OTHERS " + target.name);
            return false;
         }
      }
   }
   return true;
}

</script>

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