alltrueist
Active Member
- Joined
- Dec 10, 2012
- Messages
- 1,424
Yes i am a Serenity Shadow and here is the log
It should be fixed now. Update from the SVN or just wait for the next Buddywing release.
Yes i am a Serenity Shadow and here is the log
It should be fixed now. Update from the SVN or just wait for the next Buddywing release.
i havent been able to find the svn link
Had to wade through 15 pages to find it, so you owe me
https://subversion.assembla.com/svn/pureswtor/trunk/DefaultCombat/
Unfortunately it is still picking it up as a balance sage
Delete your entire DefaultCombat folder, delete your entire CompiledAssemblies folder, then re-download from the SVN and try again.
yea it core bw problem but you can fix it when you swap scripts as i explained few pages backI think its a BW core issue. Detection is wrong.
yea it core bw problem but you can fix it when you swap scripts as i explained few pages backkinda meh way to fix it but better than not be able to play your favorite discipline
yea it core bw problem but you can fix it when you swap scripts as i explained few pages backkinda meh way to fix it but better than not be able to play your favorite discipline
You don't have to do this anymore. I can fix it in the RotationFactory.cs file now.
hmm sounds good, can you write example for one discipline how it should looks like?
if (name == "Balance" && BuddyTor.Me.AdvancedClass == AdvancedClass.Shadow)
{
name = "Serenity";
}
using Buddy.BehaviorTree;
using DefaultCombat.Core;
using DefaultCombat.Helpers;
namespace DefaultCombat.Routines
{
public class InnovativeOrdnance : RotationBase
{
public override string Name { get { return "Mercenary Innovative Ordnance"; } }
public override Composite Buffs
{
get
{
return new PrioritySelector(
Spell.Buff("Combustible Gas Cylinder"),
Spell.Buff("Hunter's Boon")
);
}
}
public override Composite Cooldowns
{
get
{
return new LockSelector(
Spell.Buff("Determination", ret => Me.IsStunned),
Spell.Buff("Vent Heat", ret => Me.ResourcePercent() >= 50),
Spell.Buff("Energy Shield", ret => Me.HealthPercent <= 50),
Spell.Buff("Emergency Scan", ret => Me.HealthPercent <= 45),
Spell.Buff("Supercharged Gas", ret => Me.BuffCount("Supercharge") == 10),
Spell.Buff("Kolto Overload", ret => Me.HealthPercent <= 30)
);
}
}
public override Composite SingleTarget
{
get
{
return new LockSelector(
//Movement
CombatMovement.CloseDistance(Distance.Ranged),
new Decorator(ret => Me.ResourcePercent() > 60,
new LockSelector(
Spell.Cast("Rail Shot"),
Spell.Cast("Rapid Shots")
)),
//Rotation
Spell.Cast("Disabling Shot", ret => Me.CurrentTarget.IsCasting && Me.CurrentTarget.Distance <= Distance.Melee && !DefaultCombat.MovementDisabled),
Spell.Cast("Mag Shot", ret => Me.HasBuff("Innovative Particle Accelerator") || Me.HasBuff("Superheated Shot") && Me.Level >= 57),
Spell.Cast("Rail Shot", ret => Me.Level < 57),
Spell.Cast("Missle Blast", ret => Me.CurrentTarget.HealthPercent <= 30 && Me.HasBuff("Volatile Warhead")),
Spell.Cast("Power Shot", ret => Me.HasBuff("Speed to Burn")),
Spell.Cast("Serrated Shot", ret => !Me.CurrentTarget.HasDebuff("Marked (Physical)")),
Spell.Cast("Incendiary Missile", ret => !Me.CurrentTarget.HasDebuff("Burning (Incendiary Round)")),
Spell.Cast("Electro Net", ret => Me.HasBuff("Supercharged Gas")),
Spell.Cast("Unload"),
Spell.Cast("Thermal Detonator"),
Spell.Cast("Power Shot")
);
}
}
public override Composite AreaOfEffect
{
get
{
return new Decorator(ret => Targeting.ShouldAOE,
new LockSelector(
Spell.CastOnGround("Death from Above", ret => Me.CurrentTarget.Distance > Distance.MeleeAoE),
Spell.CastOnGround("Sweeping Blasters", ret => Me.CurrentTarget.Distance > Distance.MeleeAoE),
Spell.Cast("Fusion Missle", ret => Me.HasBuff("Thermal Sensor Override")),
Spell.Cast("Explosive Dart"))
);
}
}
}
}
Delete your entire DefaultCombat folder, delete your entire CompiledAssemblies folder, then re-download from the SVN and try again.
Hm it is still detecting it as a balance sage
I dont think you updated the Svn or something with it fixed because i just checked rotationfactory and it wasnt in there. had to enter it in manually. I made new svn checkouts mutliple times.
Yeah, I'm not seeing the updates after I push them either. Weird. It'll be in the next bot update, but it sounds like you've got it working on your end.
Here is an update to the Merc / Innovative Ordnance rotation, it now more accurately reflects the Commando / Assault with the proper buff names.
Code:using Buddy.BehaviorTree; using DefaultCombat.Core; using DefaultCombat.Helpers; namespace DefaultCombat.Routines { public class InnovativeOrdnance : RotationBase { public override string Name { get { return "Mercenary Innovative Ordnance"; } } public override Composite Buffs { get { return new PrioritySelector( Spell.Buff("Combustible Gas Cylinder"), Spell.Buff("Hunter's Boon") ); } } public override Composite Cooldowns { get { return new LockSelector( Spell.Buff("Determination", ret => Me.IsStunned), Spell.Buff("Vent Heat", ret => Me.ResourcePercent() >= 50), Spell.Buff("Energy Shield", ret => Me.HealthPercent <= 50), Spell.Buff("Emergency Scan", ret => Me.HealthPercent <= 45), Spell.Buff("Supercharged Gas", ret => Me.BuffCount("Supercharge") == 10), Spell.Buff("Kolto Overload", ret => Me.HealthPercent <= 30) ); } } public override Composite SingleTarget { get { return new LockSelector( //Movement CombatMovement.CloseDistance(Distance.Ranged), new Decorator(ret => Me.ResourcePercent() > 60, new LockSelector( Spell.Cast("Rail Shot"), Spell.Cast("Rapid Shots") )), //Rotation Spell.Cast("Disabling Shot", ret => Me.CurrentTarget.IsCasting && Me.CurrentTarget.Distance <= Distance.Melee && !DefaultCombat.MovementDisabled), Spell.Cast("Mag Shot", ret => Me.HasBuff("Innovative Particle Accelerator") || Me.HasBuff("Superheated Shot") && Me.Level >= 57), Spell.Cast("Rail Shot", ret => Me.Level < 57), Spell.Cast("Missle Blast", ret => Me.CurrentTarget.HealthPercent <= 30 && Me.HasBuff("Volatile Warhead")), Spell.Cast("Power Shot", ret => Me.HasBuff("Speed to Burn")), Spell.Cast("Serrated Shot", ret => !Me.CurrentTarget.HasDebuff("Marked (Physical)")), Spell.Cast("Incendiary Missile", ret => !Me.CurrentTarget.HasDebuff("Burning (Incendiary Round)")), Spell.Cast("Electro Net", ret => Me.HasBuff("Supercharged Gas")), Spell.Cast("Unload"), Spell.Cast("Thermal Detonator"), Spell.Cast("Power Shot") ); } } public override Composite AreaOfEffect { get { return new Decorator(ret => Targeting.ShouldAOE, new LockSelector( Spell.CastOnGround("Death from Above", ret => Me.CurrentTarget.Distance > Distance.MeleeAoE), Spell.CastOnGround("Sweeping Blasters", ret => Me.CurrentTarget.Distance > Distance.MeleeAoE), Spell.Cast("Fusion Missle", ret => Me.HasBuff("Thermal Sensor Override")), Spell.Cast("Explosive Dart")) ); } } } }
Do you get more aDPS compared to Arsenal? I am gonna test this now.
I did my own version of IO and it was worse than Arsenal. Maybe I did something wrong. Lets see...
EDIT:
The aDPS is 1/2 of Arsenal one after 10minutes. Will switch back to thatGuess my IO was a lot better than this. Still not as good as Arsenal though.
mind to share your arsenal/IO scripts?![]()
Arsenal is from DefaultRotation. IO I think I deleted since it had bad results. But on dulfy website IO is rated 10/10 for single target dps where Arsenal is rated 7/10. But still Arsenal is a lot better as I tested with BW: