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breaking destroyable buged?

adoronron

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Joined
Dec 8, 2013
Messages
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I'm a level 60 barb. and i have it destroy all the breakable things being that is where the highest drop is after the patch. however it will only use overpower ability to break them. so it runs up to them uses overpower and runs to the next and stands there for a few second and runs away, can i make it use whirlwind instead?
 
Will be fixed in next build. If you know where to go and what to edit without breaking it, you can use:

Code:
private static TrinityPower DestroyObjectPower
        {
            get
            {
                if (CombatBase.CanCast(SNOPower.Barbarian_Frenzy))
                    return new TrinityPower(SNOPower.Barbarian_Frenzy, V.F("Barbarian.Frenzy.UseRange"));


                if (CombatBase.CanCast(SNOPower.Barbarian_Bash))
                    return new TrinityPower(SNOPower.Barbarian_Bash, V.F("Barbarian.Bash.UseRange"));


                if (CombatBase.CanCast(SNOPower.Barbarian_Cleave))
                    return new TrinityPower(SNOPower.Barbarian_Cleave, V.F("Barbarian.Cleave.UseRange"));


                if (CombatBase.CanCast(SNOPower.X1_Barbarian_WeaponThrow))
                    return new TrinityPower(SNOPower.X1_Barbarian_WeaponThrow, V.F("Barbarian.WeaponThrow.UseRange"));


                if (CombatBase.CanCast(SNOPower.Barbarian_Overpower))
                    return new TrinityPower(SNOPower.Barbarian_Overpower, 9);


                if (CombatBase.CanCast(SNOPower.Barbarian_Whirlwind))

                    return new TrinityPower(SNOPower.Barbarian_Whirlwind, V.F("Barbarian.Whirlwind.UseRange"), LastZigZagLocation);

                if (CombatBase.CanCast(SNOPower.Barbarian_Rend) && Player.PrimaryResourcePct >= 0.65)
                    return new TrinityPower(SNOPower.Barbarian_Rend, V.F("Barbarian.Rend.UseRange"));


                return CombatBase.DefaultPower;
            }
        }

If you don't know how to do this then you'll need to wait.
 
Don't understand why yours is having issues as mine works flawlessly breaking all objects and marking all the ones like buckets and such that will not drop any items...

I can edit that code for you if need be :-)

if it is okay with rrix I can post the updated file for all to download and replace :-)
 
Last edited:
Thank you, worked like a charm. i had found that line however with the min furry condition i decided agents changing it my self.
 
yep, at now fix work great ( problem exist in specified builds , with only overpower from implemented skills)
 
I'm still have problems with the bot actually destroying the object. It will path towards the destructible, get almost close enough, swing (miss the object), then path away from it.

I am finding this very reproducible as well. Using this profile: http://www.thebuddyforum.com/demonb...s/act-3/153426-act-3-2-0-3-td1-core-azmo.html, in the first zone (TD 1) this can be observed multiple times on the level. The bot will also rubber band at the WP until some objects are blacklisted. I've attached logs of that below.

The only thing I found that can fix this is using weapon throw, but then the bot will end up slowing down as it weapon throws mobs.
 

Attachments

I'm still have problems with the bot actually destroying the object. It will path towards the destructible, get almost close enough, swing (miss the object), then path away from it.

I am finding this very reproducible as well. Using this profile: http://www.thebuddyforum.com/demonb...s/act-3/153426-act-3-2-0-3-td1-core-azmo.html, in the first zone (TD 1) this can be observed multiple times on the level. The bot will also rubber band at the WP until some objects are blacklisted. I've attached logs of that below.

The only thing I found that can fix this is using weapon throw, but then the bot will end up slowing down as it weapon throws mobs.

same porblem with monk, i bet bot missed a lot legs -.-
 
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