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Bug CanNotBeDetermined

wired203

Community Developer
Joined
Jan 22, 2015
Messages
391
Mercinary Bodyguard

[DefaultCombat] Level: 65
[DefaultCombat] Class: BountyHunter
[DefaultCombat] Advanced Class: Mercenary
[DefaultCombat] Discipline: CanNotBeDetermined

Created Issue on GitHub as well.
 
Last edited:
Mercinary Bodyguard

[DefaultCombat] Level: 65
[DefaultCombat] Class: BountyHunter
[DefaultCombat] Advanced Class: Mercenary
[DefaultCombat] Discipline: CanNotBeDetermined

Good idea, we should use this thread to consolodate all CanNotBeDetermined specs.

Commando -> Combat Medic
Sentinel -> Watchman
 
Aevitas noted on this issue on GitHub, when this occurs he needs a Unique Ability to the class in question. I'll check merc tonight but Alltrueist if you can find them for the other 2 classes he's confident he can get this fixed in short order.
 
Aevitas noted on this issue on GitHub, when this occurs he needs a Unique Ability to the class in question. I'll check merc tonight but Alltrueist if you can find them for the other 2 classes he's confident he can get this fixed in short order.

Commando: Advanced Medical Probe
Watchman: Force Melt

We can just use this website and pull the level 10 ability to safety valve all the class checks:
http://dulfy.net/2014/10/13/swtor-disciplines-calculator-swtor_miner/?link=dGEAAAEKAwEAAAAAAAAAAAAA
 
That site is perfect, Bodyguard = Healing Scan

I'll add these to the open github request tonight.
 
Here is the full list:

Code:
INFO: http://dulfy.net/2014/10/13/swtor-disciplines-calculator-swtor_miner/?link=dGEAAAEKAwECAAAAAAAAAAAA

WATCH OUT FOR DOUBLE LVL 10 ABILITIES!!! (-1 to -4)


--REPUBLIC--

Class, Advanced, Discipline, Level 10 ability, DPS/TANK/HEAL
Trooper, Commando, Combat Medic, Advanced Medical Probe, HEAL
Trooper, Commando, Gunnery, Grav Round, DPS
Trooper, Commando, Assault Specialist, Incendiary Round, DPS
Trooper, Vanguard, Shield Specialist, Riot Gas, TANK
Trooper, Vanguard, Plasmatech, Shockstrike, DPS
Trooper, Vanguard, Tactics, Gut, DPS
Smuggler, Scoundrel, Sawbones, Underworld Medicine, HEAL
Smuggler, Scoundrel, Scrapper, Sucker Punch, DPS
Smuggler, Scoundrel, Ruffian, Brutal Shots, DPS
Smuggler, Gunslinger, Sharpshooter, Aimed Shot, DPS
Smuggler, Gunslinger, Saboteur, Sabotage Charge, DPS
Smuggler, Gunslinger, Dirty Fighting, Shrap Bomb, DPS
Jedi Consular, Shadow (Shadow (Jedi Shadow)), Kinetic Combat, Kinetic Ward, TANK
Jedi Consular, Shadow (Jedi Shadow), Infiltration, Shadow Technique, DPS
-1 Jedi Consular, Shadow (Jedi Shadow), Serenity, Force in Balance, DPS
Jedi Consular, Sage (Jedi Sage), Seer, Deliverance, HEAL
Jedi Consular, Sage (Jedi Sage), Telekinetics, Telekinetic Wave, DPS
-1 Jedi Consular, Sage (Jedi Sage), Balance, Force in balance, DPS
Jedi Knight, Guardian (Jedi Guardian), Defense, Warding Strike, TANK
Jedi Knight, Guardian (Jedi Guardian), Vigilance, Plasma Brand, DPS
-2 Jedi Knight, Guardian (Jedi Guardian), Focus, Focused Burst, DPS
Jedi Knight, Sentinel (Jedi Sentinel), Watchman, Force Melt, DPS
Jedi Knight, Sentinel (Jedi Sentinel), Combat, Ataru Form, DPS
-2 Jedi Knight, Sentinel (Jedi Sentinel), Concentration, Focused Burst, DPS


--EMPIRE--

Bounty Hunter, Mercenary, Bodyguard, Healing Scan, HEAL
Bounty Hunter, Mercenary, Arsenal, Tracer Missile, DPS
Bounty Hunter, Mercenary, Innovative Ordnance, Incendiary Missile, DPS
Bounty Hunter, Powertech, Shield Tech, Oil Slick, TANK
Bounty Hunter, Powertech, Pyrotech, Flaming Fist, DPS
Bounty Hunter, Powertech, Advanced Prototype, Retractable Blade, DPS
Imperial Agent, Operative, Medicine, Kolto Injection, HEAL
Imperial Agent, Operative, Concealment, Laceration, DPS
Imperial Agent, Operative, Lethality, Corrosive Assault, DPS
Imperial Agent, Sniper, Markmanship, Ambush, DPS
Imperial Agent, Sniper, Engineering, Explosive Probe, DPS
Imperial Agent, Sniper, Virulence, Corrosive Grenade, DPS
Sith Inquisitor, Assassin (Sith Assassin), Darkness, Dark Ward, TANK
Sith Inquisitor, Assassin (Sith Assassin), Deception, Surging Charge, DPS
-3 Sith Inquisitor, Assassin (Sith Assassin), Hatred, Death Field, DPS
Sith Inquisitor, Sorcerer (Sith Sorcerer), Corruption, Dark Infusion, HEAL
Sith Inquisitor, Sorcerer (Sith Sorcerer), Lightning, Chain Lightning, DPS
-3 Sith Inquisitor, Sorcerer (Sith Sorcerer), Madness, Death Field, DPS
Sith Warrior, Juggernaut (Sith Juggernaut), Immortal, Aegis Assault, TANK
Sith Warrior, Juggernaut (Sith Juggernaut), Vengeance, Shatter, DPS
-4 Sith Warrior, Juggernaut (Sith Juggernaut), Rage, Raging Burst, DPS
Sith Warrior, Marauder (Sith Marauder), Annihilation, Force Rend, DPS
Sith Warrior, Marauder (Sith Marauder), Carnage, Ataru Form, DPS
-4 Sith Warrior, Marauder (Sith Marauder), Fury, Raging Burst, DPS
 
Last edited:
Well that should do it
Can you double check this? This is the entire Empire and Republic side for Discipline detection:
Code:
if (HasAbility("Healing Scan") && advancedClass == AdvancedClass.Mercenary)
{
    discipline = CharacterDiscipline.Bodyguard;
    return true;
}

if (HasAbility("Tracer Missile") && advancedClass == AdvancedClass.Mercenary)
{
    discipline = CharacterDiscipline.Arsenal;
    return true;
}

if (HasAbility("Incendiary Missile") && advancedClass == AdvancedClass.Mercenary)
{
    discipline = CharacterDiscipline.InnovativeOrdnance;
    return true;
}

if (HasAbility("Oil Slick") && advancedClass == AdvancedClass.Powertech)
{
    discipline = CharacterDiscipline.ShieldTech;
    return true;
}

if (HasAbility("Flaming Fist") && advancedClass == AdvancedClass.Powertech)
{
    discipline = CharacterDiscipline.Pyrotech;
    return true;
}

if (HasAbility("Retractable Blade") && advancedClass == AdvancedClass.Powertech)
{
    discipline = CharacterDiscipline.AdvancedPrototype;
    return true;
}

if (HasAbility("Kolto Injection") && advancedClass == AdvancedClass.Operative)
{
    discipline = CharacterDiscipline.Medicine;
    return true;
}

if (HasAbility("Laceration") && advancedClass == AdvancedClass.Operative)
{
    discipline = CharacterDiscipline.Concealment;
    return true;
}

if (HasAbility("Corrosive Assault") && advancedClass == AdvancedClass.Operative)
{
    discipline = CharacterDiscipline.Lethality;
    return true;
}

if (HasAbility("Ambush") && advancedClass == AdvancedClass.Sniper)
{
    discipline = CharacterDiscipline.Markmanship;
    return true;
}

if (HasAbility("Explosive Probe") && advancedClass == AdvancedClass.Sniper)
{
    discipline = CharacterDiscipline.Engineering;
    return true;
}

if (HasAbility("Corrosive Grenade") && advancedClass == AdvancedClass.Sniper)
{
    discipline = CharacterDiscipline.Virulence;
    return true;
}

if (HasAbility("Dark Ward") && advancedClass == AdvancedClass.Assassin)
{
    discipline = CharacterDiscipline.Darkness;
    return true;
}

if (HasAbility("Surging Charge") && advancedClass == AdvancedClass.Assassin)
{
    discipline = CharacterDiscipline.Deception;
    return true;
}

if (HasAbility("Death Field") && advancedClass == AdvancedClass.Assassin)
{
    discipline = CharacterDiscipline.Hatred;
    return true;
}

if (HasAbility("Dark Infusion") && advancedClass == AdvancedClass.Sorcerer)
{
    discipline = CharacterDiscipline.Corruption;
    return true;
}

if (HasAbility("Chain Lightning") && advancedClass == AdvancedClass.Sorcerer)
{
    discipline = CharacterDiscipline.Lightning;
    return true;
}

if (HasAbility("Death Field") && advancedClass == AdvancedClass.Sorcerer)
{
    discipline = CharacterDiscipline.Madness;
    return true;
}

if (HasAbility("Aegis Assault") && advancedClass == AdvancedClass.Juggernaut)
{
    discipline = CharacterDiscipline.Immortal;
    return true;
}

if (HasAbility("Shatter") && advancedClass == AdvancedClass.Juggernaut)
{
    discipline = CharacterDiscipline.Vengeance;
    return true;
}

if (HasAbility("Raging Burst") && advancedClass == AdvancedClass.Juggernaut)
{
    discipline = CharacterDiscipline.Rage;
    return true;
}

if (HasAbility("Force Rend") && advancedClass == AdvancedClass.Marauder)
{
    discipline = CharacterDiscipline.Annihilation;
    return true;
}

if (HasAbility("Ataru Form") && advancedClass == AdvancedClass.Marauder)
{
    discipline = CharacterDiscipline.Carnage;
    return true;
}

if (HasAbility("Raging Burst") && advancedClass == AdvancedClass.Marauder)
{
    discipline = CharacterDiscipline.Fury;
    return true;
}

if (HasAbility("Advanced Medical Probe") && advancedClass == AdvancedClass.Commando)
{
    discipline = CharacterDiscipline.CombatMedic;
    return true;
}

if (HasAbility("Grav Round") && advancedClass == AdvancedClass.Commando)
{
    discipline = CharacterDiscipline.Gunnery;
    return true;
}

if (HasAbility("Incendiary Round") && advancedClass == AdvancedClass.Commando)
{
    discipline = CharacterDiscipline.AssaultSpecialist;
    return true;
}

if (HasAbility("Riot Gas") && advancedClass == AdvancedClass.Vanguard)
{
    discipline = CharacterDiscipline.ShieldSpecialist;
    return true;
}

if (HasAbility("Shockstrike") && advancedClass == AdvancedClass.Vanguard)
{
    discipline = CharacterDiscipline.Plasmatech;
    return true;
}

if (HasAbility("Gut") && advancedClass == AdvancedClass.Vanguard)
{
    discipline = CharacterDiscipline.Tactics;
    return true;
}

if (HasAbility("Underworld Medicine") && advancedClass == AdvancedClass.Scoundrel)
{
    discipline = CharacterDiscipline.Sawbones;
    return true;
}

if (HasAbility("Sucker Punch") && advancedClass == AdvancedClass.Scoundrel)
{
    discipline = CharacterDiscipline.Scrapper;
    return true;
}

if (HasAbility("Brutal Shots") && advancedClass == AdvancedClass.Scoundrel)
{
    discipline = CharacterDiscipline.Ruffian;
    return true;
}

if (HasAbility("Aimed Shot") && advancedClass == AdvancedClass.Gunslinger)
{
    discipline = CharacterDiscipline.Sharpshooter;
    return true;
}

if (HasAbility("Sabotage Charge") && advancedClass == AdvancedClass.Gunslinger)
{
    discipline = CharacterDiscipline.Saboteur;
    return true;
}

if (HasAbility("Shrap Bomb") && advancedClass == AdvancedClass.Gunslinger)
{
    discipline = CharacterDiscipline.DirtyFighting;
    return true;
}

if (HasAbility("Kinetic Ward") && advancedClass == AdvancedClass.Shadow)
{
    discipline = CharacterDiscipline.KeneticCombat;
    return true;
}

if (HasAbility("Shadow Technique") && advancedClass == AdvancedClass.Shadow)
{
    discipline = CharacterDiscipline.Infiltration;
    return true;
}

if (HasAbility("Force in Balance") && advancedClass == AdvancedClass.Shadow)
{
    discipline = CharacterDiscipline.Serenity;
    return true;
}

if (HasAbility("Deliverance") && advancedClass == AdvancedClass.Sage)
{
    discipline = CharacterDiscipline.Seer;
    return true;
}

if (HasAbility("Telekinetic Wave") && advancedClass == AdvancedClass.Sage)
{
    discipline = CharacterDiscipline.Telekinetics;
    return true;
}

if (HasAbility("Force in Balance") && advancedClass == AdvancedClass.Sage)
{
    discipline = CharacterDiscipline.Balance;
    return true;
}

if (HasAbility("Warding Strike") && advancedClass == AdvancedClass.Guardian)
{
    discipline = CharacterDiscipline.Defense;
    return true;
}

if (HasAbility("Plasma Brand") && advancedClass == AdvancedClass.Guardian)
{
    discipline = CharacterDiscipline.Vigilance;
    return true;
}

if (HasAbility("Focused Burst") && advancedClass == AdvancedClass.Guardian)
{
    discipline = CharacterDiscipline.Focus;
    return true;
}

if (HasAbility("Force Melt") && advancedClass == AdvancedClass.Sentinel)
{
    discipline = CharacterDiscipline.Watchman;
    return true;
}

if (HasAbility("Ataru Form") && advancedClass == AdvancedClass.Sentinel)
{
    discipline = CharacterDiscipline.Combat;
    return true;
}

if (HasAbility("Focused Burst") && advancedClass == AdvancedClass.Sentinel)
{
    discipline = CharacterDiscipline.Concentration;
    return true;
}

If you aprove this, ill post it on Github

Do Note, Shadow KeneticCombat, is actually called in game
Code:
Jedi Consular, Shadow (Shadow (Jedi Shadow)), [B]Kinetic Combat[/B], Kinetic Ward, TANK
 
Last edited:
I couldn't see anything wrong only 1 question, why do some have negative numbers in front and brackets?
 
Last edited:
Isnt supposed to Be a negative number. Those are the classes that have the same lvl 10 ability. There are four classes that have this issue and if we don't add advanced the check goes wrong.
Also brackets is more how they call it ingame and in the bot.

Rest is ok?
 
yeah I couldn't find anything wrong there. I'm sure if there's some minor typo it will come up on the forums. That's class selection fixed, were on our way to fixing healing AND having better conditional targeting there. Now we need Mesh and new quest stuff fixed and we can make the bot shine again.
 
The one thing that sucks about this is that any time Bioware changes a Discipline (which they do all the time) we'll have to change this core file. Oh well, better than CanNotBeDetermined :)
 
Indeed. We have this 'bug' running around since 4.0 and has lasted long enough.
Maybe if i send it in, we can request, to make it a variable. So if anything changes in naming the user can change it on the fly?
Something like in the basic configuration file.
Ill doable check it tonight with torcommunity and see if everything is ok and send it in.
 
Last edited:
good work wired, alltrueist, cryo, and everyone else, thank you for making BW better!
 
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