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![]()
<Profile></Profile>
<Profile></Profile>
You can't use just a closing tag, tryCode:<Profile></Profile>
<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
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
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![]()
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
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!
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))))); }
Spell.DoTGround("Plasma Probe", 9000),
Spell.DoTGround("Plasma Probe", Me.CurrentTarget, 9000),
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?