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Actaeon - A Hunter CC part of the Zeus suite

Well, thanks. Your update is now working for me with HB 1995, but my 1-60 I was using, IS NOT.. grr. That's why I didn't want to update. Is there any way I can get you to give me a copy of the old version (i think it was 2.0.4) that works with HB 1993? Please?
 
Sorry for the double post, but it seems I've found another small bug. I have "Save Beastial Wrath for adds" checked in the settings, however it uses it whenever it's off cooldown. As per the logfile.
 

Attachments

Here is the code to make sure the hunter always has a target if the pet is attacking something.

Code:
[SIZE=2][COLOR=#0000ff][SIZE=2][COLOR=#0000ff]#region[/COLOR][/SIZE][/COLOR][/SIZE][SIZE=2] Select Pets Target[/SIZE]
[SIZE=2][COLOR=#0000ff][SIZE=2][COLOR=#0000ff]publi c[/COLOR][/SIZE][/COLOR][/SIZE][SIZE=2][COLOR=#0000ff][SIZE=2][COLOR=#0000ff]class [/COLOR][/SIZE][/COLOR][/SIZE][SIZE=2][COLOR=#2b91af][SIZE=2][COLOR=#2b91af]NeedToSelectPetsTarget[/COLOR][/SIZE][/COLOR][/SIZE][SIZE=2] : [/SIZE][SIZE=2][COLOR=#2b91af][SIZE=2][COLOR=#2b91af]Decorator[/COLOR][/SIZE]
[/COLOR][/SIZE][SIZE=2]{[/SIZE]
[SIZE=2][COLOR=#0000ff][SIZE=2][COLOR=#0000ff] public[/COLOR][/SIZE][/COLOR][/SIZE][SIZE=2] NeedToSelectPetsTarget([/SIZE][SIZE=2][COLOR=#2b91af][SIZE=2][COLOR=#2b91af]Composite[/COLOR][/SIZE][/COLOR][/SIZE][SIZE=2] child) : [/SIZE][SIZE=2][COLOR=#0000ff][SIZE=2][COLOR=#0000ff]base[/COLOR][/SIZE][/COLOR][/SIZE][SIZE=2](child) { }[/SIZE]
[SIZE=2][COLOR=#0000ff][SIZE=2][COLOR=#0000ff] protected[/COLOR][/SIZE][/COLOR][/SIZE][SIZE=2][COLOR=#0000ff][SIZE=2][COLOR=#0000ff]override[/COLOR][/SIZE][/COLOR][/SIZE][SIZE=2][COLOR=#0000ff][SIZE=2][COLOR=#0000ff]bool[/COLOR][/SIZE][/COLOR][/SIZE][SIZE=2] CanRun([/SIZE][SIZE=2][COLOR=#0000ff][SIZE=2][COLOR=#0000ff]object[/COLOR][/SIZE][/COLOR][/SIZE][SIZE=2] context)[/SIZE]
[SIZE=2]    {[/SIZE]
[SIZE=2][COLOR=#0000ff][SIZE=2][COLOR=#0000ff]          bool[/COLOR][/SIZE][/COLOR][/SIZE][SIZE=2] result = ((!Me.GotTarget || CT.Dead) && Me.GotAlivePet && Me.Pet.GotTarget);[/SIZE]
[SIZE=2][COLOR=#0000ff][SIZE=2][COLOR=#0000ff]          return[/COLOR][/SIZE][/COLOR][/SIZE][SIZE=2] result;[/SIZE]
[SIZE=2]    }[/SIZE]
[SIZE=2]}[/SIZE]
 
[SIZE=2][COLOR=#0000ff][SIZE=2][COLOR=#0000ff]public [/COLOR][/SIZE][/COLOR][/SIZE][SIZE=2][COLOR=#0000ff][SIZE=2][COLOR=#0000ff]class [/COLOR][/SIZE][/COLOR][/SIZE][SIZE=2][COLOR=#2b91af][SIZE=2][COLOR=#2b91af]SelectPetsTarget[/COLOR][/SIZE][/COLOR][/SIZE][SIZE=2] : [/SIZE][SIZE=2][COLOR=#2b91af][SIZE=2][COLOR=#2b91af]Action[/COLOR][/SIZE]
[/COLOR][/SIZE][SIZE=2]{[/SIZE]
[SIZE=2][COLOR=#0000ff][SIZE=2][COLOR=#0000ff] protected [/COLOR][/SIZE][/COLOR][/SIZE][SIZE=2][COLOR=#0000ff][SIZE=2][COLOR=#0000ff]override [/COLOR][/SIZE][/COLOR][/SIZE][SIZE=2][COLOR=#2b91af][SIZE=2][COLOR=#2b91af]RunStatus[/COLOR][/SIZE][/COLOR][/SIZE][SIZE=2] Run([/SIZE][SIZE=2][COLOR=#0000ff][SIZE=2][COLOR=#0000ff]object[/COLOR][/SIZE][/COLOR][/SIZE][SIZE=2] context)[/SIZE]
[SIZE=2]    {[/SIZE]
[SIZE=2]       Me.Pet.CurrentTarget.Target();[/SIZE]
[SIZE=2][COLOR=#2b91af][SIZE=2][COLOR=#2b91af]       Thread[/COLOR][/SIZE][/COLOR][/SIZE][SIZE=2].Sleep(100);[/SIZE]
[SIZE=2][COLOR=#0000ff][SIZE=2][COLOR=#0000ff]       bool[/COLOR][/SIZE][/COLOR][/SIZE][SIZE=2] result = (Me.GotTarget);[/SIZE]
[SIZE=2][COLOR=#0000ff][SIZE=2][COLOR=#0000ff]       return[/COLOR][/SIZE][/COLOR][/SIZE][SIZE=2] result ? [/SIZE][SIZE=2][COLOR=#2b91af][SIZE=2][COLOR=#2b91af]RunStatus[/COLOR][/SIZE][/COLOR][/SIZE][SIZE=2].Success : [/SIZE][SIZE=2][COLOR=#2b91af][SIZE=2][COLOR=#2b91af]RunStatus[/COLOR][/SIZE][/COLOR][/SIZE][SIZE=2].Failure;[/SIZE]
[SIZE=2]    }[/SIZE]
[SIZE=2]}[/SIZE]
[SIZE=2][COLOR=#0000ff][SIZE=2][COLOR=#0000ff]#endregion[/COLOR][/SIZE]
[/COLOR][/SIZE]

If the hunter does not have a target or the target is dead and we have a live pet and the pet has a target, then select the Pet's target.

This code is right up near the top of the tree so it will execute before almost everything else.

I've never worked with programming a CC before so this is just a shot in the dark.
But could it be that CT.Dead returns "-1" if there is no CT?
Have had that in some functions in another language where i expected a "0" but got a "-1". Messed up alot of my logic :P
 
Hunter won't FD for some reason.
You should see this fairly close to the bottom of the second log.


I manually used FD when the hunter got to about 15% (bot was set to use it at 40).

You've not read the know list of bugs in the 2nd post?

You made a small typo in your code near the top: "publi cclass NeedToSelectPetsTarget : Decorator"

Should obviously say "public class NeedToSelectPetsTarget : Decorator"

Copy'n'paste from VS to the forums and distorts things. Its obviously correct in VS or it wouldn't compile.
 
Copy'n'paste from VS to the forums and distorts things. Its obviously correct in VS or it wouldn't compile.

Oh, I get it. It's code that's already in the CC and you've copy/pasted it. I thought you wrote the code in the forum and wanted us to put it into the CC. I dno why I was thinking that - brainfart I guess.
 
I've never worked with programming a CC before so this is just a shot in the dark.
But could it be that CT.Dead returns "-1" if there is no CT?
Have had that in some functions in another language where i expected a "0" but got a "-1". Messed up alot of my logic :P

!Me.GotTarget takes care of that.

It reads the code like this:

If you don't have a traget & you do have a live pet and that pet has a target then take the pets target.
OR
If your target is dead & you do have a live pet and that pet has a target then take the pets target.
 
Sorry for the double post, but it seems I've found another small bug. I have "Save Beastial Wrath for adds" checked in the settings, however it uses it whenever it's off cooldown. As per the logfile.


Code:
public NeedToBestialWrath(Composite child) : base(child) { }
protected override bool CanRun(object context)
{
      if (Me.GotTarget && !OneSettings.HunterSaveBestialWrathForAdds && Spell.CanCast("Bestial Wrath"))
      return true;
 
      if (Me.GotTarget && OneSettings.HunterSaveBestialWrathForAdds && Utils.Adds && Spell.CanCast("Bestial Wrath"))
      return true;
 
 
return false;
}

Its shouldn't be using it all the time when its saved for adds. But sometimes HB shows mobs on the targeting list that are not attacking you. This is where my add check is performed.

Mine is set to save BW for adds, and it does cast it appropriately.
 
Sorry for the double post, but it seems I've found another small bug. I have "Save Beastial Wrath for adds" checked in the settings, however it uses it whenever it's off cooldown. As per the logfile.

Well, thanks. Your update is now working for me with HB 1995, but my 1-60 I was using, IS NOT.. grr. That's why I didn't want to update. Is there any way I can get you to give me a copy of the old version (i think it was 2.0.4) that works with HB 1993? Please?

Send me a PM with your MSN logon and I'll add you. I'll send it via messenger. There are a LOT of builds that may be working with earlier versions of HB.
 
Code:
public NeedToBestialWrath(Composite child) : base(child) { }
protected override bool CanRun(object context)
{
if (Me.GotTarget && !OneSettings.HunterSaveBestialWrathForAdds && Spell.CanCast("Bestial Wrath"))
return true;

if (Me.GotTarget && OneSettings.HunterSaveBestialWrathForAdds && Utils.Adds && Spell.CanCast("Bestial Wrath"))
return true;


return false;
}

Its shouldn't be using it all the time when its saved for adds. But sometimes HB shows mobs on the targeting list that are not attacking you. This is where my add check is performed.

Mine is set to save BW for adds, and it does cast it appropriately.

You're right, I've been watching it more, and it seems like it will do it sometimes when there is another target within pull range, but not necessarily an add. Not a big deal.
 
So to disable multimob option you simply disabled volley correct, because my bot will pull 5 mobs easily ill heal it but all im missing now is the bot not casting volley, Could you just re-enable it? it seems to me the option is working well! right now i'm killing my bot after it brings 5-6 mobs gathered up and volleying manually.

Thanks great job on this cc~
 
The option is completely disabled, the multiple mob pulling you are currently expierencing is a bug in HB itself.
 
Hey, I think I've found another small, easily repeatable bug. When attacking elementals, the CC will try to serpent sting over and over, and since elementals are immune to the nature damage that is serpent sting, it never gets the debuff - and the CC keeps trying to apply it before it moves on in the rotation. It looks like there might be some kind of fail safe check going on, because always after about 10-11 attempts at serpent sting, he will then arcane shot and steady shot.

If this is true, and you have this failsafe installed - 10 attempts is WAY too many. serpent sting uses about 6-7% of your base mana each time it is cast - that means you'll waste 60-70% of your total mana trying to apply serpent sting to each mob, before it's killed - and your DPS is also drastically reduced since you're basically just autoshooting the entire time. I've attached a clean logfile after I started HB, let it go and it attacked an elemental. You can repeat it youself as many times as you want by just setting your bot to farm in an area with elementals.

It might be worth mentioning that I have my "pull shot" set to serpent sting. Anyways, great job so far - thank you.
 

Attachments

Likwid, unfortunately I've not added any such feature. If it was giving up trying to apply Serpent Sting then it was an unexpected bug. :) Though, I do need to add a fix for this all the same. I've added it to my To Do list. I could make it nice and complicated and try to apply the sting 2-3 times, if it fails and the target is not 'red' then assume its immune. Or I could just add a blanket fix and not apply stings to elementals.
 
Likwid, unfortunately I've not added any such feature. If it was giving up trying to apply Serpent Sting then it was an unexpected bug. :) Though, I do need to add a fix for this all the same. I've added it to my To Do list. I could make it nice and complicated and try to apply the sting 2-3 times, if it fails and the target is not 'red' then assume its immune. Or I could just add a blanket fix and not apply stings to elementals.

I would say try to apply it twice at max. If it's not > 4 lvls higher, assume it is immune and move on. Or just don't use stings on elementals. Either one works tbh.
 
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The newest version is freaking awesome! I went from 100k xp/hour to 138k/hour with multiple mob pulling. I?ve never left combat with my hunter. I?ve currently killed 45 mobs in 15 mins :)
 
The newest version is freaking awesome! I went from 100k xp/hour to 138k/hour with multiple mob pulling. I?ve never left combat with my hunter. I?ve currently killed 45 mobs in 15 mins :)

Did I miss an update where multi-mob pulling was re-enabled?
 
how did you get multiple mob pulling back, Mess?

It is in the last version of The ONE CC activated.. but fps did'nt say anything about it cause there is nothing written about a Actaeon update...

And you can activate anything by editing the Config .. but thats not recommended
 
Multimob pulling is not working properly, it needs a re-write of the entire logic. I may have left it enabled when I uploaded the latest build.
 
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