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

Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

BenderCombat (WIP)

Bender69

Community Developer
Joined
Dec 31, 2015
Messages
59
Hi,

So I decided to work on my own combat routines, since I think DefaultCombat needs an overhaul. Feel free to help me create this, I tried to create the initial build based on DefaultCombat, and added the project.

You can follow my work on github: https://github.com/Bender69/BenderCombat

Currently it just works much better with some classes, added more hotkeys for charge/interrupt, but I will make it better, its a work in progress.

There is many things I dont like, why would you need to create extra combat routines between empire and republic, when they work the same way, but with different ability names?

Also this routines will be tweaked towards raiding, not grinding. Keep that in mind. DefaultCombat works best for normal grinding.

BR, Bender69
 
Last edited:
Hi,

So I decided to work on my own combat routines, since I think DefaultCombat needs an overhaul. Feel free to help me create this, I tried to create the initial build based on DefaultCombat, and added the project.

You can follow my work on github: https://github.com/Bender69/BenderCombat

Currently it just works much better with some classes, added more hotkeys for charge/interrupt, but I will make it better, its a work in progress.

There is many things I dont like, why would you need to create extra combat routines between empire and republic, when they work the same way, but with different ability names?

Also this routines will be tweaked towards raiding, not grinding. Keep that in mind. DefaultCombat works best for normal grinding.

BR, Bender69

What have you changed? It looks like DefaultCombat right now.
 
Combat routines are my own, most of them have been modified for dps, working on enabling/disabling interrupts/charge etc. range fix and more. As I said, its a WIP, just wanted to share. Problem is that DefaultCombat gets updated each time that there is a bot update, hence why I started working on my own routine, since DefaultCombat is broken for many classes. an example is scoundrel aoe is healing for one of the dps specs.
 
it's sad to see nobody care when i try to give some suggestion to improve dps in DefaultCombat .
 
I can add them later there, but as said, I am changing it quite a bit, trying to add automatic interrupts for boss fights etc. Also dps is based on gear, aka some rotations work better with more alacrity and others with more crit. Some rotations just have personal preference and are based on Utility points.
 
Something is not happy in Operative - Lethality

2016-03-04 03:35:37,128 [Main Bot Thread] INFO Log - [BenderCombat] >> Casting << Carbine Burst
2016-03-04 03:35:37,415 [Main Bot Thread] ERROR Log - System.NullReferenceException: Object reference not set to an instance of an object.
at BenderCombat.Routines.Lethality.<get_SingleTarget>b__13(Object ret) in d:\Star Wars-The Old Republic\Killer\Routines\BenderCombat-master\Routines\Advanced\Operative\Lethality.cs:line 105
at BenderCombat.Core.Spell.<>c__DisplayClass10.<Cast>b__d(Object ret) in d:\Star Wars-The Old Republic\Killer\Routines\BenderCombat-master\Core\Spell.cs:line 72
at Buddy.BehaviorTree.Decorator.CanRun(Object context)
at Buddy.BehaviorTree.Decorator.3\*:\[}^fnG^\.HVtHxC\*;6`F1o!.MoveNext()
at (IEnumerator )
at Buddy.BehaviorTree.Composite.Tick(Object context)
at Buddy.BehaviorTree.PrioritySelector.V\*h(CLQ'\,=ifY@~\]{xP\\a\[QQ!.MoveNext()
at (IEnumerator )
at Buddy.BehaviorTree.Composite.Tick(Object context)
at Buddy.BehaviorTree.PrioritySelector.V\*h(CLQ'\,=ifY@~\]{xP\\a\[QQ!.MoveNext()
at (IEnumerator )
at Buddy.BehaviorTree.Composite.Tick(Object context)
at Buddy.BehaviorTree.Decorator.3\*:\[}^fnG^\.HVtHxC\*;6`F1o!.MoveNext()
at (IEnumerator )
at Buddy.BehaviorTree.Composite.Tick(Object context)
at Buddy.BehaviorTree.PrioritySelector.V\*h(CLQ'\,=ifY@~\]{xP\\a\[QQ!.MoveNext()
at (IEnumerator )
at Buddy.BehaviorTree.Composite.Tick(Object context)
at Buddy.Common.HookExecutor.Run(Object context)
at Buddy.BehaviorTree.Action.RunAction(Object context)
at Buddy.BehaviorTree.Action.fA'bs\&V~\.q7}$?Vej\]8pXLl\]".MoveNext()
at (IEnumerator )
at Buddy.BehaviorTree.Composite.Tick(Object context)
at Buddy.BehaviorTree.Decorator.3\*:\[}^fnG^\.HVtHxC\*;6`F1o!.MoveNext()
at (IEnumerator )
at Buddy.BehaviorTree.Composite.Tick(Object context)
at Buddy.BehaviorTree.PrioritySelector.V\*h(CLQ'\,=ifY@~\]{xP\\a\[QQ!.MoveNext()
at (IEnumerator )
at Buddy.BehaviorTree.Composite.Tick(Object context)
at Buddy.BehaviorTree.Decorator.3\*:\[}^fnG^\.HVtHxC\*;6`F1o!.MoveNext()
at (IEnumerator )
at Buddy.BehaviorTree.Composite.Tick(Object context)
at Buddy.CommonBot.BotMain.?????????????????????????????????????????()
2016-03-04 03:35:38,554 [Main Bot Thread] INFO Log - [BenderCombat] >> Casting << Corrosive Dart
 
Merc Aresenal no happy

2016-03-04 09:07:26,997 [Main Bot Thread] ERROR Log - Engine class is null, TorObject may no longer be valid!
2016-03-04 09:07:26,998 [Main Bot Thread] ERROR Log - System.Exception: DbOffset is Zero.
at ?????????????????????????????????????????.?????????????????????????????????????????.?????????????????????????????????????????[](UInt64 , HeroType )
at Buddy.Swtor.Objects.TorObject.GetField[T](DomFieldIds field, HeroType forcedType)
at Buddy.Swtor.Objects.TorCharacter.get_InCombat()
at BenderCombat.Helpers.Extensions.IsValidTarget(TorCharacter c) in d:\Star Wars-The Old Republic\Killer\Routines\BenderCombat-master\Helpers\Extensions.cs:line 217
at BenderCombat.Core.Targeting.<get_ScanTargets>b__0(Object param0) in d:\Star Wars-The Old Republic\Killer\Routines\BenderCombat-master\Core\Targeting.cs:line 119
at Buddy.BehaviorTree.Action.RunAction(Object context)
at Buddy.BehaviorTree.Action.fA'bs\&V~\.q7}$?Vej\]8pXLl\]".MoveNext()
at (IEnumerator )
at Buddy.BehaviorTree.Composite.Tick(Object context)
at Buddy.BehaviorTree.PrioritySelector.V\*h(CLQ'\,=ifY@~\]{xP\\a\[QQ!.MoveNext()
at (IEnumerator )
at Buddy.BehaviorTree.Composite.Tick(Object context)
at Buddy.BehaviorTree.Decorator.3\*:\[}^fnG^\.HVtHxC\*;6`F1o!.MoveNext()
at (IEnumerator )
at Buddy.BehaviorTree.Composite.Tick(Object context)
at Buddy.BehaviorTree.Decorator.3\*:\[}^fnG^\.HVtHxC\*;6`F1o!.MoveNext()
at (IEnumerator )
at Buddy.BehaviorTree.Composite.Tick(Object context)
at Buddy.BehaviorTree.PrioritySelector.V\*h(CLQ'\,=ifY@~\]{xP\\a\[QQ!.MoveNext()
at (IEnumerator )
at Buddy.BehaviorTree.Composite.Tick(Object context)
at Buddy.Common.HookExecutor.Run(Object context)
at Buddy.BehaviorTree.Action.RunAction(Object context)
at Buddy.BehaviorTree.Action.fA'bs\&V~\.q7}$?Vej\]8pXLl\]".MoveNext()
at (IEnumerator )
at Buddy.BehaviorTree.Composite.Tick(Object context)
at Buddy.BehaviorTree.Decorator.3\*:\[}^fnG^\.HVtHxC\*;6`F1o!.MoveNext()
at (IEnumerator )
at Buddy.BehaviorTree.Composite.Tick(Object context)
at Buddy.BehaviorTree.PrioritySelector.V\*h(CLQ'\,=ifY@~\]{xP\\a\[QQ!.MoveNext()
at (IEnumerator )
at Buddy.BehaviorTree.Composite.Tick(Object context)
at Buddy.BehaviorTree.Decorator.3\*:\[}^fnG^\.HVtHxC\*;6`F1o!.MoveNext()
at (IEnumerator )
at Buddy.BehaviorTree.Composite.Tick(Object context)
at Buddy.BehaviorTree.PrioritySelector.V\*h(CLQ'\,=ifY@~\]{xP\\a\[QQ!.MoveNext()
at (IEnumerator )
at Buddy.BehaviorTree.Composite.Tick(Object context)
at Buddy.BehaviorTree.Decorator.3\*:\[}^fnG^\.HVtHxC\*;6`F1o!.MoveNext()
at (IEnumerator )
at Buddy.BehaviorTree.Composite.Tick(Object context)
at Buddy.BehaviorTree.PrioritySelector.V\*h(CLQ'\,=ifY@~\]{xP\\a\[QQ!.MoveNext()
at (IEnumerator )
at Buddy.BehaviorTree.Composite.Tick(Object context)
at Buddy.CommonBot.BotMain.?????????????????????????????????????????()
2016-03-04 09:07:27,162 [Main Bot Thread] INFO Log - [BenderCombat] >> Casting << Priming Shot
2016-03-04 09:07:27,339 [Main Bot Thread] INFO Log - [BenderCombat] >> Casting << Priming Shot
 
yeah not sure what those errors are, I was assuming they are normal DefaultCombat errors and not related to the rotation? I kept getting so many errors all the time, I stopped paying attention to them and just focused on what improved the dps.
 
does not reconize the Merc healing spec bodyguard...default combat does not reconize that spec either
 
Works much better than default combat for my trooper! Thanks so much!
 
Rather than create an entire new CR, why don't you just submit a pull request on GitHub?
 
Rather than create an entire new CR, why don't you just submit a pull request on GitHub?

I don't think he created a new CR. When I first looked at it, he just copied a bunch of DefaultCombat stuff and made small changes.
 
Sith Assassin is spamming DARK CHARGE when started
 
Last edited:
Back
Top