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Might be easier to use it like this:
Code:
        public static Composite DoTGround(string spell, string debuff, float time = 0, Selection<bool> reqs = null)
        {
            return DoTGround(spell, ret => [COLOR=#0000BB][FONT=monospace][I]BuddyTor[/I][/FONT][/COLOR][COLOR=#007700][FONT=monospace][I].[/I][/FONT][/COLOR][COLOR=#0000BB][FONT=monospace][I]Me[/I][/FONT][/COLOR][COLOR=#007700][FONT=monospace][I].[/I][/FONT][/COLOR][COLOR=#0000BB][FONT=monospace][I]CurrentTarget[/I][/FONT][/COLOR], debuff, time, reqs);
        }


        public static Composite DoTGround(string spell, UnitSelectionDelegate onUnit, float time, Selection<bool> reqs = null)
        {
            return
                new Decorator(
                    ret => ((reqs == null || reqs(ret))
                            && onUnit != null
                            && onUnit(ret) != null
                            && AbilityManager.CanCast(spell, onUnit(ret))
                            && !SpellBlackListed(spell, onUnit(ret).Guid)),
                    new PrioritySelector(
                        new Action(ctx =>
                        {
                            BlackListedSpells.Add(new ExpiringItem(spell, (GetCooldown(spell) + 25 + time), onUnit(ret).Guid));
                            Logger.Write(">> Casting on Ground <<   " + spell);
                            return RunStatus.Failure;
                        }),
                        new Action(ret => AbilityManager.Cast(spell, onUnit(ret).Position))));
        }
 
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?

it would be the current targets position or location. I can't remember what the property is called in this bot
 
Might be easier to use it like this:
Code:
        public static Composite DoTGround(string spell, string debuff, float time = 0, Selection<bool> reqs = null)
        {
            return DoTGround(spell, ret => [COLOR=#0000BB][FONT=monospace][I]BuddyTor[/I][/FONT][/COLOR][COLOR=#007700][FONT=monospace][I].[/I][/FONT][/COLOR][COLOR=#0000BB][FONT=monospace][I]Me[/I][/FONT][/COLOR][COLOR=#007700][FONT=monospace][I].[/I][/FONT][/COLOR][COLOR=#0000BB][FONT=monospace][I]CurrentTarget[/I][/FONT][/COLOR], debuff, time, reqs);
        }


        public static Composite DoTGround(string spell, UnitSelectionDelegate onUnit, float time, Selection<bool> reqs = null)
        {
            return
                new Decorator(
                    ret => ((reqs == null || reqs(ret))
                            && onUnit != null
                            && onUnit(ret) != null
                            && AbilityManager.CanCast(spell, onUnit(ret))
                            && !SpellBlackListed(spell, onUnit(ret).Guid)),
                    new PrioritySelector(
                        new Action(ctx =>
                        {
                            BlackListedSpells.Add(new ExpiringItem(spell, (GetCooldown(spell) + 25 + time), onUnit(ret).Guid));
                            Logger.Write(">> Casting on Ground <<   " + spell);
                            return RunStatus.Failure;
                        }),
                        new Action(ret => AbilityManager.Cast(spell, onUnit(ret).Position))));
        }
Yeah, that should work
 
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

Default combat has a lot of framelocks, which is better for the precision of your rotation, but not great for your framerates. I usually replace the ones in DefaultCombat.cs and the rotation I am using with PrioritySelectors. That really isn't something everyone is comfortable with. Aevitas is going to put a config button for combat routine in soon. When that happens, Ill put a switch in to toggle them. I also have a change for caching aoe counts that should help a bit too that I will push then.
 
Might be easier to use it like this:
Code:
        public static Composite DoTGround(string spell, string debuff, float time = 0, Selection<bool> reqs = null)
        {
            return DoTGround(spell, ret => [COLOR=#0000BB][FONT=monospace][I]BuddyTor[/I][/FONT][/COLOR][COLOR=#007700][FONT=monospace][I].[/I][/FONT][/COLOR][COLOR=#0000BB][FONT=monospace][I]Me[/I][/FONT][/COLOR][COLOR=#007700][FONT=monospace][I].[/I][/FONT][/COLOR][COLOR=#0000BB][FONT=monospace][I]CurrentTarget[/I][/FONT][/COLOR], debuff, time, reqs);
        }


        public static Composite DoTGround(string spell, UnitSelectionDelegate onUnit, float time, Selection<bool> reqs = null)
        {
            return
                new Decorator(
                    ret => ((reqs == null || reqs(ret))
                            && onUnit != null
                            && onUnit(ret) != null
                            && AbilityManager.CanCast(spell, onUnit(ret))
                            && !SpellBlackListed(spell, onUnit(ret).Guid)),
                    new PrioritySelector(
                        new Action(ctx =>
                        {
                            BlackListedSpells.Add(new ExpiringItem(spell, (GetCooldown(spell) + 25 + time), onUnit(ret).Guid));
                            Logger.Write(">> Casting on Ground <<   " + spell);
                            return RunStatus.Failure;
                        }),
                        new Action(ret => AbilityManager.Cast(spell, onUnit(ret).Position))));
        }

Getting 2 errors with this code: Screenshot 2015-11-08 13.55.41.webp Screenshot 2015-11-08 13.55.47.webp
 
We found a bug in it, has since been fixed and is being tested. Expecting to release at around 21:30 CET.

Please tell me that next release will fix the framerate issue : playing a marauder with the bot is horrible atm, it's playable with guardian class but with marauder the FPS drop is massive.
 
Please tell me that next release will fix the framerate issue : playing a marauder with the bot is horrible atm, it's playable with guardian class but with marauder the FPS drop is massive.

yes can you please explain why the FPS are so bad and possibly how to fix it?. I'm playing jug
 
Should be ok now:
Code:
[I][I][I][I][I]        public static Composite DoTGround(string spell, float time = 0, Selection<bool> reqs = null)
        {
            return DoTGround(spell, ret => BuddyTor.Me.CurrentTarget, time, reqs);
        }


        public static Composite DoTGround(string spell, UnitSelectionDelegate onUnit, float time, Selection<bool> reqs = null)
        {
            return
                new Decorator(
                    ret => ((reqs == null || reqs(ret))
                            && onUnit != null
                            && onUnit(ret) != null
                            && AbilityManager.CanCast(spell, onUnit(ret))
                            && !SpellBlackListed(spell, onUnit(ret).Guid)),
                    new PrioritySelector(
                        new Action(ctx =>
                        {
                            BlackListedSpells.Add(new ExpiringItem(spell, (GetCooldown(spell) + 25 + time), onUnit(ctx).Guid));
                            Logger.Write(">> Casting on Ground <<   " + spell);
                            return RunStatus.Failure;
                        }),
                        new Action(ret => AbilityManager.Cast(spell, onUnit(ret).Position))));
        }
[/I][/I][/I][/I][/I]
 
Omg Thank you Ama (and alltrueist who sent me here) : If you want to fix the FPS drop you need to replace every "new LockSelector" by "new PrioritySelector" in DefaultCombat.cs and each .cs file of your class build in Defaultcombat folder.
Now it's perfect no FPS drop at all, thanks.
 
Change all the LockSelectors to PrioritySelectors

Framerate issues should stabilize.
 
Should be ok now:
Code:
[I][I][I][I][I]        public static Composite DoTGround(string spell, float time = 0, Selection<bool> reqs = null)
        {
            return DoTGround(spell, ret => BuddyTor.Me.CurrentTarget, time, reqs);
        }


        public static Composite DoTGround(string spell, UnitSelectionDelegate onUnit, float time, Selection<bool> reqs = null)
        {
            return
                new Decorator(
                    ret => ((reqs == null || reqs(ret))
                            && onUnit != null
                            && onUnit(ret) != null
                            && AbilityManager.CanCast(spell, onUnit(ret))
                            && !SpellBlackListed(spell, onUnit(ret).Guid)),
                    new PrioritySelector(
                        new Action(ctx =>
                        {
                            BlackListedSpells.Add(new ExpiringItem(spell, (GetCooldown(spell) + 25 + time), onUnit(ctx).Guid));
                            Logger.Write(">> Casting on Ground <<   " + spell);
                            return RunStatus.Failure;
                        }),
                        new Action(ret => AbilityManager.Cast(spell, onUnit(ret).Position))));
        }
[/I][/I][/I][/I][/I]

Works perfect. I pushed it to the main bot, but it didn't make it in time for the most recent Beta build :(
 
Thanks for the work going on and most importantly letting the community know what's going on. This is the biggest step in the right direction I have seen around here in years. Keep it up guys.

P.S. Don't forget to add our extra time for this downtime.

Regards
A Happy Botter.
 
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