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doesnt do anything on my lvl 40 powertech ... using </profile> .. then it just locks up and slows my game down. never used this bot b4, it is my first time

already wasted ~$7 trying to use this bot :(
 
doesnt do anything on my lvl 40 powertech ... using </profile> .. then it just locks up and slows my game down. never used this bot b4, it is my first time

already wasted ~$7 trying to use this bot :(

You can't use just a closing tag, try
Code:
<Profile></Profile>
 
Not criticizing, but I'm surprised that "Combat Profile", is not built in. Simply injecting
Code:
<Profile></Profile>
tags.
 
You can't use just a closing tag, try
Code:
<Profile></Profile>

Thank you that fixed it. It's working now. Though it is awfuly laggy, is that normal?

edit: it's only laggy when in combat, then the lag goes away after combat is finished
 
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Working fine for Jugg right now. I had to comment out the rest b/c it was spamming it. Still need to download Visual Studio on this comp. I think I am going to put some caching in for the aoe counts. Not really necessary to count them every single tick.

Also, for anyone doing the story line again, this will dramatically speed up your leveling.

PHP:
<Profile xmlns="http://tempuri.org/ProfileSchema.xsd">
  <Name>[Dark] Combat Bot</Name>
	<ForceAlignment Type="Dark" AutoSkip="True" />
</Profile>
 
Working fine for Jugg right now. I had to comment out the rest b/c it was spamming it. Still need to download Visual Studio on this comp. I think I am going to put some caching in for the aoe counts. Not really necessary to count them every single tick.

Also, for anyone doing the story line again, this will dramatically speed up your leveling.

PHP:
<Profile xmlns="http://tempuri.org/ProfileSchema.xsd">
  <Name>[Dark] Combat Bot</Name>
	<ForceAlignment Type="Dark" AutoSkip="True" />
</Profile>

Will you please write a Spell.DoTonGround? It's a horrible hybrid of Spell.DoT and Spell.CastonGround :D

Good to see you back
 
Will you please write a Spell.DoTonGround? It's a horrible hybrid of Spell.DoT and Spell.CastonGround :D

Good to see you back

which spell needs that? Spell.CastonGround("name", target has buff) wont do it?
 
Hey Ama

I tried to search a way to track the remaining cooldown from a ability to use as conditional, something like
ret => Ability.Cooldown("Shiv") > 1.5

is there something around i did miss on searchs?

Thanks
 
which spell needs that? Spell.CastonGround("name", target has buff) wont do it?

Nope, because Plasma Probe doesn't put a DoT on the target, it just ticks for damage. You should see the thread-- we were discussing for it for days and I had to implement a really shitty kludge fix. I need a way to lock Plasma Probe out for x seconds before casting again :D
 
Hey Ama

I tried to search a way to track the remaining cooldown from a ability to use as conditional, something like
ret => Ability.Cooldown("Shiv") > 1.5

is there something around i did miss on searchs?

Thanks

You can use Spell.GetCooldown("SpellName"), or what you are using. Any time you are getting a time in return, expect it to by in milliseconds. Spell.GetCooldown("SpellName") just multiplies it by 1000. Idk if I put that in there or someone else did. I would just change your code to ret => Ability.Cooldown("Shiv") > 1500
 
Nope, because Plasma Probe doesn't put a DoT on the target, it just ticks for damage. You should see the thread-- we were discussing for it for days and I had to implement a really shitty kludge fix. I need a way to lock Plasma Probe out for x seconds before casting again :D

I think this will do it. You may have to fiddle with it some.

PHP:
public static Composite DoTGround(string spell, CommonBehaviors.Retrieval<Vector3> location, float time, Selection<bool> reqs = null)
        {
            return
                new Decorator(
                    ret => ((reqs == null || reqs(ret))
                            && location != null 
                            && location(ret) != Vector3.Zero 
                            && AbilityManager.CanCast(spell, BuddyTor.Me.CurrentTarget)
                            && !SpellBlackListed(spell, BuddyTor.Me.CurrentTarget.Guid)),
                    new PrioritySelector(
                        new Action(ctx =>
                        {
                            BlackListedSpells.Add(new ExpiringItem(spell, (GetCooldown(spell) + 25 + time), BuddyTor.Me.CurrentTarget.Guid));
                            Logger.Write(">> Casting on Ground <<   " + spell);
                            return RunStatus.Failure;
                        }),
                        new Action(ret => AbilityManager.Cast(spell, location(ret)))));
        }
 
You can use Spell.GetCooldown("SpellName"), or what you are using. Any time you are getting a time in return, expect it to by in milliseconds. Spell.GetCooldown("SpellName") just multiplies it by 1000. Idk if I put that in there or someone else did. I would just change your code to ret => Ability.Cooldown("Shiv") > 1500

Thank you very much :)
 
Disregard, profile was set max level 60 lol, she's jugging away now, raise to 65
 
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Is there a different profile besides "<Profile></Profile>" that I can use for Jugg? I'm looking to reduce the lag and possibly have the bot move towards the mobs when in combat, but other than that I have control
 
Hey Ama, good to have You back!
Can you tell me if its possible in DefaultCombat, to group spells and cast them in sequence?
For openers this would be handy. In current form its not possible.
Thanks!
 
Hey Ama, good to have You back!
Can you tell me if its possible in DefaultCombat, to group spells and cast them in sequence?
For openers this would be handy. In current form its not possible.
Thanks!

new Sequence(
new Action(ret => SpellManager.Cast("Distraction"),
new Action(ret => SpellManager.Cast("Distraction"),
new Action(ret => SpellManager.Cast("SomethingElse")
);

must be workign i think
 
I think this will do it. You may have to fiddle with it some.

PHP:
public static Composite DoTGround(string spell, CommonBehaviors.Retrieval<Vector3> location, float time, Selection<bool> reqs = null)
        {
            return
                new Decorator(
                    ret => ((reqs == null || reqs(ret))
                            && location != null 
                            && location(ret) != Vector3.Zero 
                            && AbilityManager.CanCast(spell, BuddyTor.Me.CurrentTarget)
                            && !SpellBlackListed(spell, BuddyTor.Me.CurrentTarget.Guid)),
                    new PrioritySelector(
                        new Action(ctx =>
                        {
                            BlackListedSpells.Add(new ExpiringItem(spell, (GetCooldown(spell) + 25 + time), BuddyTor.Me.CurrentTarget.Guid));
                            Logger.Write(">> Casting on Ground <<   " + spell);
                            return RunStatus.Failure;
                        }),
                        new Action(ret => AbilityManager.Cast(spell, location(ret)))));
        }

I wrote it like this:

Code:
Spell.DoTGround("Plasma Probe", 9000),

And got "argument missing"

I wrote it like this:

Code:
Spell.DoTGround("Plasma Probe", Me.CurrentTarget, 9000),

And got "could not convert from character to vector3 location"

So how do I write this?
 
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Just fixed character's maximum health not taking scaling into account. It should now properly reflect the actual, effective percentage of health rather than scaled vs unscaled percentage.

For more details on what was changed: https://www.thebuddyforum.com/buddy...buddywing-thread-post2091383.html#post2091383

Also releasing this to http://updates.buddyauth.com/ - if it works, the beta will be removed shortly.

I wrote it like this:

Code:
Spell.DoTGround("Plasma Probe", 9000),

And got "argument missing"

I wrote it like this:

Code:
Spell.DoTGround("Plasma Probe", Me.CurrentTarget, 9000),

And got "could not convert from character to vector3 location"

So how do I write this?

Me.CurrentTarget.Position
 
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