What's new
  • Visit Rebornbuddy
  • Visit Panda Profiles
  • Visit LLamamMagic
  • Visit Resources
  • Visit Downloads
  • Visit Portal

[Official] Default Combat Routine

This sounds made up? Most CC's from honor buddy worked fine with combat bot, the main issue there was if the CC didn't support movement not that it did.
Can't see why this cant be fixed to work with it, especially as most (Ok well some :p) of us want to use this as a combat bot and not a typical afk bot.


I have some bad news for you its not made up. You can disable movement in default routine BUT its not DESIGNED FOR FOR COMBAT BOT.

That's like driving a truck like a sports car. They both are vehicles but preform VERY VERY different. If you combine both truck and sports car you get some crappy crossover. Can't really go off roading and you can't go super fast since by design its not support to excel at either. Just suppose to be "good enough".

This routine is designed for what most people think of a "leveling" bot as its advertised.

Also this isn't honorbot at all and far more advanced so please don't ever compare this bot to HB again. Just we have NO PLANS of supporting combat bot since that's not what customers expect in the DEFAULT ROUTINE FOR AFK LEVELING.
 
Fair enough. wasn't trying to flame what you said, sorry if it seemed that way, just thought the bots where made by the same people so they would have the similar options, or at least a way to toggle it. I stand corrected if that's the case. Thanks for the update.
 
Fair enough. wasn't trying to flame what you said, sorry if it seemed that way, just thought the bots where made by the same people so they would have the similar options, or at least a way to toggle it. I stand corrected if that's the case. Thanks for the update.

The core is made by the Bossland team, but the routines, profiles, etc. are typically community generated, besides a massive kick start / guiding hand from the core devs themselves. :)
 
Updated the Routine to support Charge and Release type abilities, SpellSlinger's Charged Shot should now function properly.
 
Updated the SVN and added Flask support to the combat routine (Flask of Speed, Flask of Greed, Flask of Experience etc).
Note in order for the flasks to be activated, they must be slotted anywhere on the toolbars.

Fixed logic with Medishots so that they will properly activate in combat now.

If you encounter any bugs, post in this thread.
 
How do I activate the default combat routine?
In the Bot Menu I only have a Profile Bot and no Combat Bot?
 
Default Combat is a Routine, not a bot.
Set the bot to Profile Bot, then switch the Routine, directly below it to Default Combat Routine.
 
Well you have to load a profile for what the bot should do. (Grinding, Questing, etc.)
 
is there any way to manually use interrupts?
manual targets?
 
Last edited:
I updated the default routine by svn but i always get compiler errors
Compiler Error] y:\Wildbuddy\WildbuddyBETA-Bot\Routines\Default Routine\Default Routine\Extensions.cs(13,22) : error CS0101: Der Namespace 'Buddy.DefaultRoutine' enthält bereits eine Definition für 'Extensions'.
[Compiler Error] y:\Wildbuddy\WildbuddyBETA-Bot\Routines\Default Routine\Default Routine\Targeting.cs(12,15) : error CS0101: Der Namespace 'Buddy.DefaultRoutine' enthält bereits eine Definition für 'Targeting'.
 
Bug report. 3 problems

Code:
Buddy.Wildstar.Game.LuaException: [string "?"]:6: unexpected symbol near 'or'
   at Buddy.Wildstar.Game.GameLua.GetReturnValues(String lua)
   at Buddy.Wildstar.Game.GameLua.GetReturnValue[T](String lua, Int32 index)
   at Buddy.Wildstar.Game.GameLuaEvents.Pulse()

1# error at start. ^

2# Can't detect / use the gadget. ("Dance of Death" is the gadgets name)

3# Uses the movement ability (urgency) while in combat every time it's up for no reason.

Log attached
View attachment Wildbuddy trial.txt

lvl 50 chua medic

Using Profile combatbotex link
with default combat routine.
 
Last edited:
Bug report. 3 problems

Code:
Buddy.Wildstar.Game.LuaException: [string "?"]:6: unexpected symbol near 'or'
   at Buddy.Wildstar.Game.GameLua.GetReturnValues(String lua)
   at Buddy.Wildstar.Game.GameLua.GetReturnValue[T](String lua, Int32 index)
   at Buddy.Wildstar.Game.GameLuaEvents.Pulse()

1# error at start. ^

2# Can't detect / use the gadget. ("Dance of Death" is the gadgets name)

3# Uses the movement ability (urgency) while in combat every time it's up for no reason.

Log attached
View attachment 192061

lvl 50 chua medic

Using Profile combatbotex link
with default combat routine.


This will be looked into ASAP and when fix is up I will let you know. Thanks for the report. I will look into urgency see why its spaming. And I will add Dance of Death to gadgets. They added a lot in Free to Play.


Thanks
 
Is there a way to have Interrupt abilities only cast in order to interrupt a cast?
 
Is there a way to have Interrupt abilities only cast in order to interrupt a cast?


Its possible to do this but it would require modifying the routine quite a bit. The Default routine is designed for leveling and not as much playing content.
 
if anyone is interested (probably a good idea to change it in the default routine), very quick and extremely effective to fix the stalker routine (still not perfect, but it at least kills mobs at a decent rate):

first, to cast punish change the punish logic to:

if (Me.HasBuff("Punish") && await Cast("Punish"))
return true;

instead of !Me.HasBuff("Punish"), which actually means it won't ever cast punish, because you NEED the buff to cast it.

and to use neutralize, remove the neutralize logic and just add "Neutralize" in the castany list.

if (await CastAny("Impale", "Neutralize", "Clone", "Analyze Weakness", "Ruin", "Cripple", "Nano Field", "Razor Disk", "Nano Virus", "Amplification Spike", "Frenzy", "Nano Dart", "Shred"))
return true;

///additionally, i ran into problems when my character bodypulls stuff. (frequently happens when i interact with something where mobs spawn a few seconds after interacting with it) - i'll get into combat but the bot just stops working. i've narrowed the problem down to the following code in the targeting.cs:
public static Actor BestTarget
{
get
{
if (PullTarget != null && PullTarget.IsValid && !PullTarget.IsDead)
return PullTarget;
return BestTargetCache;
}
}

i'm pretty sure there's a reason to this code, but if i just return the BestTargetCache, it works like a charm, and i think it doesn't really matter since the pulltarget has the highest weight anyway.
 
Last edited:
Back
Top