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Buddywing New patch issues

scaasi

Member
Joined
Jul 10, 2015
Messages
43
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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.
 
Code:
Spell.Cast("Ion Pulse", ret => Me.Level < 26)

You forgot a comma after that.


Thanks bro, you've helped me solve the issue, however howcome the UI no longer indicates syntax errors?
 
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