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
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.
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.