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Buddywing New patch issues

scaasi

Member
Joined
Jul 10, 2015
Messages
43
Hi all,

I've just attempted to edit my profiles for PVP, however after being saved and restarting buddywing I'm told that no class routines were loaded. This is what I see in the UI

App Path: E:\Utils\Buddywing\Buddywing.exe
User is a Trooper
Advanced Class: Vanguard / Discipline: Tactics
Routine Path: Routines
Buddy Wing: The Old Robot is ready!

All I'm doing is adding some spells to the rotation. Is anyone else having this issue? and here is the script below

Code:
using Buddy.BehaviorTree;
using DefaultCombat.Core;
using DefaultCombat.Helpers;

namespace DefaultCombat.Routines
{
    public class Tactics : RotationBase
    {
        public override string Name { get { return "Vanguard Tactics"; } }

        public override Composite Buffs
        {
            get
            {
                return new PrioritySelector(
                    Spell.Buff("High Energy Cell"),
                    Spell.Buff("Fortification")
                    );
            }
        }

        public override Composite Cooldowns
        {
            get
            {
                return new LockSelector(
                    Spell.Buff("Tenacity", ret => Me.IsStunned),
                    Spell.Buff("Recharge Cells", ret => Me.ResourcePercent() <= 50),
                    Spell.Buff("Reactive Shield", ret => Me.HealthPercent <= 60),
                    Spell.Buff("Adrenaline Rush", ret => Me.HealthPercent <= 30),
                    Spell.Buff("Reserve Powercell", ret => Me.ResourceStat <= 80),
                    Spell.Buff("Battle Focus")
                    );
            }
        }

        public override Composite SingleTarget
        {
            get
            {
                return new LockSelector(
                    //Movement
                    Spell.Cast("Storm", ret => Me.CurrentTarget.Distance >= 1f && !DefaultCombat.MovementDisabled),
                    CombatMovement.CloseDistance(Distance.Melee),

                    new Decorator(ret => Me.ResourcePercent() > 40,
                        new LockSelector(
                            Spell.Cast("High Impact Bolt", ret => Me.HasBuff("Tactical Accelerator")),
                            Spell.Cast("Hammer Shot", ret => Me.ResourceStat <= 60),
                            )),

                    Spell.Cast("Riot Strike", ret => Me.CurrentTarget.IsCasting && !DefaultCombat.MovementDisabled),
                    Spell.Cast("Cell Burst", ret => Me.BuffCount("Energy Lode") == 4),
                    Spell.Cast("High Impact Bolt", ret => Me.CurrentTarget.HasDebuff("Bleeding (Gut)") && Me.HasBuff("Tactical Accelerator")),
                    Spell.Cast("Sonic Round"),
                    Spell.DoT("Gut", "Bleeding (Gut)"),
                    Spell.Cast("Assault Plastique"),
                    Spell.Cast("Stock Strike"),
                    Spell.Cast("Tactical Surge", ret => Me.Level >= 26),
                    Spell.Cast("Ion Pulse", ret => Me.Level < 26)
                    Spell.Cast("Shoulder Cannon"),
                    Spell.Cast("Neural Jolt")
                    );
            }
        }

        public override Composite AreaOfEffect
        {
            get
            {
                return new LockSelector(
                    new Decorator(ret => Targeting.ShouldAOE,
                        new LockSelector(
                            Spell.CastOnGround("Morter Volley"),
                            Spell.Cast("Sticky Grenade", ret => Me.CurrentTarget.HasDebuff("Bleeding (Retractable Blade)"))
                            )),
                    new Decorator(ret => Targeting.ShouldPBAOE,
                        new LockSelector(
                            Spell.Cast("Pulse Cannon"),
                            Spell.Cast("Explosive Surge"))
                ));
            }
        }
    }
}

The changes that were made are the following:

Added:

Spell.Cast("Shoulder Cannon"),
Spell.Cast("Neural Jolt")
Spell.Cast("Hammer Shot", ret => Me.ResourceStat <= 60),
Spell.Buff("Tenacity", ret => Me.IsStunned),


I did manage to get the but running without making any changes to the profile however all it did was sit and use hammer shot for 75% of the time

Any help would be much appreciated.
 
try this:
Code:
using Buddy.BehaviorTree;
using DefaultCombat.Core;
using DefaultCombat.Helpers;

namespace DefaultCombat.Routines
{
    public class Tactics : RotationBase
    {
        public override string Name { get { return "Vanguard Tactics"; } }

        public override Composite Buffs
        {
            get
            {
                return new PrioritySelector(
                    Spell.Buff("High Energy Cell"),
                    Spell.Buff("Fortification")
                    );
            }
        }

        public override Composite Cooldowns
        {
            get
            {
                return new LockSelector(
                    Spell.Buff("Tenacity", ret => Me.IsStunned), //Dont think this condition is needed, as you cant use these spells when not stunned
                    Spell.Buff("Recharge Cells", ret => Me.ResourcePercent() <= 50),
                    Spell.Buff("Reactive Shield", ret => Me.HealthPercent <= 60),
                    Spell.Buff("Adrenaline Rush", ret => Me.HealthPercent <= 30),
                    Spell.Buff("Reserve Powercell", ret => Me.ResourceStat <= 80),
                    Spell.Buff("Battle Focus")
                    );
            }
        }

        public override Composite SingleTarget
        {
            get
            {
                return new LockSelector(
                    //Movement
                    Spell.Cast("Storm", ret => Me.CurrentTarget.Distance >= 1f && !DefaultCombat.MovementDisabled),
                    CombatMovement.CloseDistance(Distance.Melee),

                    new Decorator(ret => Me.ResourcePercent() > 40,
                        new LockSelector(
                            Spell.Cast("High Impact Bolt", ret => Me.HasBuff("Tactical Accelerator")),
                            Spell.Cast("Hammer Shot", ret => Me.ResourceStat <= 60)
                            )),

                    Spell.Cast("Riot Strike", ret => Me.CurrentTarget.IsCasting && !DefaultCombat.MovementDisabled),
                    Spell.Cast("Cell Burst", ret => Me.BuffCount("Energy Lode") == 4),
                    Spell.Cast("High Impact Bolt", ret => Me.CurrentTarget.HasDebuff("Bleeding (Gut)") && Me.HasBuff("Tactical Accelerator")),
                    Spell.DoT("Gut", "Bleeding (Gut)"),
                    Spell.Cast("Assault Plastique"),
                    Spell.Cast("Stock Strike"),
                    Spell.Cast("Tactical Surge", ret => Me.Level >= 26),
                    Spell.Cast("Ion Pulse", ret => Me.Level < 26),
					Spell.Cast("Shoulder Cannon"),
					Spell.Cast("Neural Jolt")
                    );
            }
        }

        public override Composite AreaOfEffect
        {
            get
            {
                return new LockSelector(
                    new Decorator(ret => Targeting.ShouldAOE,
                        new LockSelector(
                            Spell.CastOnGround("Morter Volley"),
                            Spell.Cast("Sticky Grenade", ret => Me.CurrentTarget.HasDebuff("Bleeding (Retractable Blade)"))
                            )),
                    new Decorator(ret => Targeting.ShouldPBAOE,
                        new LockSelector(
                            Spell.Cast("Pulse Cannon"),
                            Spell.Cast("Explosive Surge"))
                ));
            }
        }
    }
}
If you use Notepad++ use the addon Compare to see whats different between your and my code.
 
Thanks dude I'll give it a try

Btw "Spell.Buff("Tenacity", ret => Me.IsStunned), " i've noticed in pvp will be used during slow effects if you dont have "the me.isstunned" line in there
 
Code:
Spell.Cast("Ion Pulse", ret => Me.Level < 26)

You forgot a comma after that.
 
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